Driver Wave
A driver_namespace function driving sixteen organ-pipe heights through SCRIPTED drivers — the sine skyline of the pipe tops is entirely driver-evaluated.
examples/turntable/
A slotted-actions Z-rotation turntable keyed through the cross-version channelbag path (get_channelbag_for_slot).
Rendered headless by the example itself. Select it to enlarge.
tags animation
blender --background --python examples/turntable/turntable.py --
A runnable example that keyframes a Z-rotation turntable through the slotted-actions cross-version channelbag path from the slotted-actions-animation skill, and picks the render engine with the version-branch EEVEE-id helper.
Which fix it witnesses: the slotted-actions cross-version helper. On Blender 5.x the channelbag comes from action_ensure_channelbag_for_slot; on 4.4/4.5 from strip.channelbag(slot, ensure=True) (legacy action.fcurves still works on 4.5, raises AttributeError on 5.x).
# Cheap correctness check only (no render) — the CI smoke check:
blender --background --python turntable.py --
# Falsifier: no rotation keys. Must exit non-zero (keys drive playback).
blender --background --python turntable.py -- --no-keys
# Also render one still (EEVEE on a GPU host; use --engine cycles on GPU-less hosts):
blender --background --python turntable.py -- --output turntable.png
blender --background --python turntable.py -- --output turntable.png --engine cycles
By default it runs only the frame-independent correctness check: it inserts the rotation keys, samples the object's Z rotation at frame 1 vs a later frame, and asserts they differ (the keys drive playback). --output additionally renders a still; the full animated loop is a showcase extra, not part of the CI check.
The still's staging is render-only and runs after the check. The head gets a subdivision modifier (the 500-face monkey read as faceted plates) and is seated 10 mm into the rubber mat of a display turntable, lifted from its own lowest evaluated vertex. The turntable is lathed: a stepped, vented motor housing with a front status lamp, and a steel platter whose rim carries one brass tick per keyed frame — FRAMES ticks, 10° apart, a longer one every 90° — so the keyed 0→360° span over frames 1→FRAMES reads as a dial. An amber arc arrow on the mat sweeps the direction of the keyed +Z turn. The rotation keys and the sampled frames are unchanged. The render path gates framing through examples/gallery_framing.py before writing the still (exit 10 on violation; smoke never passes --output).
Per-script sequential checks. 9 is a valid check code; there is no rule against it.
| Code | Meaning |
|---|---|
| 0 | Success |
| 1 | Uncaught exception (FATAL wrapper) |
| 2 | argparse / usage |
| 3 | Rotation keys do not drive playback (--no-keys lands here) |
| 4 | --output produced no file |
| 5 | Wrong-era EEVEE engine id was accepted |
| 10 | Framing gate violation on the --output path (gallery_framing) |
The blender-smoke workflow runs the check on Blender 5.2 LTS and 4.5 LTS (5.1 on the weekly cron, the needs-5.1 PR label, or manual dispatch). Smoke does not pass --output or --no-keys.
"""Slotted-actions turntable -- a runnable BDT example. Keyframes a Z-rotation turntable through the slotted-actions cross-version channelbag path (`get_channelbag_for_slot`) and selects the engine with the version-branch EEVEE-id helper. It witnesses the slotted-actions fix: on Blender 5.x the channelbag comes from `action_ensure_channelbag_for_slot`; on 4.4/4.5 from `strip.channelbag(slot, ensure=True)`. By default it runs only the cheap, frame-independent correctness check (no render): insert the rotation keys, sample the object's Z rotation at frame 1 vs a later frame, and assert they DIFFER -- proving the keys drive playback. Exits non-zero on failure. This is the check the CI smoke gate runs on both builds. ``--no-keys`` skips inserting the rotation keys and still asserts they drive playback. That is the falsifier (``--same-axis`` in export-preset-axis). The EEVEE-id era check is untouched. blender --background --python turntable.py -- # correctness check only blender --background --python turntable.py -- --no-keys # must fail blender --background --python turntable.py -- --output t.png # also render one still blender --background --python turntable.py -- --output t.png --engine cycles # GPU-less """ import bpy, sys, os, math, argparse from mathutils import Vector # Shared Layer 1 framing measurement (render path only) — see # gallery_framing.py for the __file__-relative import shim this relies on. sys.path.insert(0, os.path.join(os.path.dirname(os.path.abspath(__file__)), os.pardir)) import gallery_framing # noqa: E402 FRAMES = 36 def get_eevee_engine_id(): return 'BLENDER_EEVEE' if bpy.app.version >= (5, 0, 0) else 'BLENDER_EEVEE_NEXT' def get_channelbag_for_slot(action, slot): if bpy.app.version >= (5, 0, 0): from bpy_extras.anim_utils import action_ensure_channelbag_for_slot return action_ensure_channelbag_for_slot(action, slot) layer = action.layers[0] if action.layers else action.layers.new("Layer") strip = layer.strips[0] if layer.strips else layer.strips.new(type='KEYFRAME') return strip.channelbag(slot, ensure=True) def build(no_keys=False): bpy.ops.wm.read_factory_settings(use_empty=True) bpy.ops.mesh.primitive_monkey_add(location=(0, 0, 1.0)) obj = bpy.context.active_object obj.data.shade_smooth() mat = bpy.data.materials.new("M"); mat.use_nodes = True b = mat.node_tree.nodes.get('Principled BSDF') b.inputs['Base Color'].default_value = (0.85, 0.35, 0.10, 1) b.inputs['Metallic'].default_value = 0.7 b.inputs['Roughness'].default_value = 0.25 obj.data.materials.append(mat) # rotation keyframes via the slotted-actions channelbag path obj.animation_data_create() act = bpy.data.actions.new("Turn"); obj.animation_data.action = act slot = obj.animation_data.action_slot if slot is None: slot = act.slots.new(id_type='OBJECT', name=obj.name); obj.animation_data.action_slot = slot cbag = get_channelbag_for_slot(act, slot) fc = cbag.fcurves.new("rotation_euler", index=2) if not no_keys: fc.keyframe_points.insert(1, 0.0) fc.keyframe_points.insert(FRAMES, math.radians(360)) for kp in fc.keyframe_points: kp.interpolation = 'LINEAR' fc.update() return obj def correctness(obj): sc = bpy.context.scene; sc.frame_start = 1; sc.frame_end = FRAMES def rz(f): sc.frame_set(f); dg = bpy.context.evaluated_depsgraph_get() return round(obj.evaluated_get(dg).rotation_euler.z, 4) r1, rmid, rend = rz(1), rz(FRAMES // 2), rz(FRAMES) branch = '5.0+ ensure-helper' if bpy.app.version >= (5, 0, 0) else '4.4/4.5 strip.channelbag' drives = (r1 != rmid != rend) and abs(rend - r1) > 0.5 print(f"branch={branch} rot_z f1={r1} fmid={rmid} fend={rend} drives={drives}") return drives # Render-only display turntable, sized around the head (Suzanne spans ~2.7 x 1.7). BASE_R = 1.32 # motor housing radius at its widest BASE_H = 0.34 # housing top (platter bearing seat) PLATTER_R = 1.18 PLATTER_Z0 = BASE_H + 0.02 PLATTER_H = 0.07 MAT_R = 1.06 # rubber mat inset into the platter SEAT = 0.01 TICK_STEP_DEG = 360.0 / FRAMES # one rim tick per keyed frame: the key span, made visible def _lathe(bm, profile, segs=96): """Revolve an (r, z) profile about Z; r == 0 points become poles.""" rings = [] for r, z in profile: if r < 1e-9: rings.append([bm.verts.new((0.0, 0.0, z))]) else: rings.append([bm.verts.new((r * math.cos(2 * math.pi * i / segs), r * math.sin(2 * math.pi * i / segs), z)) for i in range(segs)]) for a, b in zip(rings, rings[1:]): for i in range(segs): j = (i + 1) % segs if len(a) == 1: bm.faces.new((a[0], b[j], b[i])) elif len(b) == 1: bm.faces.new((a[i], a[j], b[0])) else: bm.faces.new((a[i], a[j], b[j], b[i])) def _material(name, base, rough, metal=0.0, emit=None, strength=0.0, noise=None): mat = bpy.data.materials.new(name); mat.use_nodes = True nt = mat.node_tree pb = nt.nodes['Principled BSDF'] pb.inputs['Base Color'].default_value = (*base, 1.0) pb.inputs['Metallic'].default_value = metal pb.inputs['Roughness'].default_value = rough if emit is not None: pb.inputs['Emission Color'].default_value = (*emit, 1.0) pb.inputs['Emission Strength'].default_value = strength if noise: # brushed / worn: noise-modulated roughness, never a flat slot tex = nt.nodes.new('ShaderNodeTexNoise') tex.inputs['Scale'].default_value = noise tex.inputs['Detail'].default_value = 8.0 mr = nt.nodes.new('ShaderNodeMapRange') mr.inputs['To Min'].default_value = rough - 0.08 mr.inputs['To Max'].default_value = rough + 0.12 nt.links.new(tex.outputs['Fac'], mr.inputs['Value']) nt.links.new(mr.outputs['Result'], pb.inputs['Roughness']) return mat def _mesh_object(name, build, mats, smooth_angle=35.0): import bmesh me = bpy.data.meshes.new(name) bm = bmesh.new() try: build(bm) bmesh.ops.recalc_face_normals(bm, faces=bm.faces) bm.to_mesh(me) finally: bm.free() for p in me.polygons: p.use_smooth = True me.set_sharp_from_angle(angle=math.radians(smooth_angle)) for m in mats: me.materials.append(m) ob = bpy.data.objects.new(name, me) bpy.context.collection.objects.link(ob) return ob def stage_turntable(obj): """Render-only staging, after the check has run: a display turntable. A lathed motor housing (stepped foot, vented drum, front status lamp) carries a steel platter with an inset rubber mat. Its rim carries one tick per keyed frame (FRAMES ticks, 10 degrees apart, a longer tick every 90), so the keyed 0..360 span over frames 1..FRAMES reads as a dial, and an amber arc arrow on the mat sweeps the direction of the keyed turn. The head is smoothed by a subdivision modifier and seated SEAT into the mat. Rotation keys and the correctness samples are untouched; only location and a modifier change on the checked object. """ import bmesh sub = obj.modifiers.new("Smooth", 'SUBSURF') sub.levels = 2 sub.render_levels = 2 dg = bpy.context.evaluated_depsgraph_get() ev = obj.evaluated_get(dg) me = ev.to_mesh() try: zmin = min((ev.matrix_world @ v.co).z for v in me.vertices) finally: ev.to_mesh_clear() top = PLATTER_Z0 + PLATTER_H obj.location.z += (top - SEAT) - zmin b = obj.active_material.node_tree.nodes['Principled BSDF'] # 0.25 blew every brow and ear edge out to white under the key b.inputs['Roughness'].default_value = 0.34 b.inputs['Base Color'].default_value = (0.80, 0.33, 0.12, 1.0) housing = _material("Housing", (0.028, 0.030, 0.034), 0.42, metal=0.6, noise=40.0) steel = _material("Steel", (0.34, 0.34, 0.36), 0.40, metal=1.0, noise=90.0) rubber = _material("Rubber", (0.012, 0.012, 0.013), 0.78) brass = _material("Brass", (0.80, 0.56, 0.24), 0.26, metal=1.0, noise=60.0) lamp = _material("Lamp", (0.1, 0.03, 0.0), 0.3, emit=(1.0, 0.45, 0.10), strength=6.0) arrow = _material("Arrow", (0.9, 0.45, 0.1), 0.4, emit=(1.0, 0.50, 0.14), strength=2.2) def build_housing(bm): _lathe(bm, [(0.0, 0.0), (BASE_R, 0.0), (BASE_R, 0.05), (BASE_R - 0.03, 0.07), (BASE_R - 0.08, 0.08), (BASE_R - 0.08, 0.10), # vented drum: shallow grooves around the waist *[(BASE_R - 0.10 - (0.012 if k % 2 else 0.0), 0.12 + 0.02 * k) for k in range(9)], (BASE_R - 0.10, 0.30), (BASE_R - 0.13, 0.33), (0.62, BASE_H), (0.60, BASE_H + 0.02), (0.0, BASE_H + 0.02)]) housing_ob = _mesh_object("Housing", build_housing, [housing]) def build_platter(bm): z0, z1 = PLATTER_Z0, PLATTER_Z0 + PLATTER_H _lathe(bm, [(0.0, z0), (PLATTER_R - 0.02, z0), (PLATTER_R, z0 + 0.015), (PLATTER_R, z1 - 0.015), (PLATTER_R - 0.015, z1), (MAT_R + 0.01, z1), (MAT_R, z1 - 0.006), (0.0, z1 - 0.006)]) platter_ob = _mesh_object("Platter", build_platter, [steel]) def build_mat(bm): _lathe(bm, [(0.0, top - 0.006), (MAT_R - 0.004, top - 0.006), (MAT_R - 0.004, top), (0.0, top)], segs=96) mat_ob = _mesh_object("Mat", build_mat, [rubber]) def build_ticks(bm): for k in range(FRAMES): a = math.radians(k * TICK_STEP_DEG) major = k % (FRAMES // 4) == 0 h = 0.058 if major else 0.036 res = bmesh.ops.create_cube(bm, size=1.0) for v in res['verts']: v.co.x *= 0.016 v.co.y *= 0.026 if major else 0.013 v.co.z *= h v.co.x += PLATTER_R + 0.006 v.co.z += PLATTER_Z0 + PLATTER_H / 2.0 x, y = v.co.x, v.co.y v.co.x = x * math.cos(a) - y * math.sin(a) v.co.y = x * math.sin(a) + y * math.cos(a) ticks_ob = _mesh_object("Ticks", build_ticks, [brass], smooth_angle=10.0) def build_arrow(bm): # a quarter-turn arc on the mat edge, counter-clockwise (+Z rotation), # ending in a flat arrowhead: the keyed direction of travel r, w, z = MAT_R - 0.07, 0.022, top + 0.002 a0, a1, n = math.radians(-150), math.radians(-75), 24 prev = None for i in range(n + 1): a = a0 + (a1 - a0) * i / n ring = [bm.verts.new(((r + s * w) * math.cos(a), (r + s * w) * math.sin(a), z + dz)) for s, dz in ((-1, 0.0), (1, 0.0), (1, 0.008), (-1, 0.008))] if prev: for k in range(4): bm.faces.new((prev[k], prev[(k + 1) % 4], ring[(k + 1) % 4], ring[k])) prev = ring tip = a1 + math.radians(9) head = [bm.verts.new(((r + s) * math.cos(a1), (r + s) * math.sin(a1), z + dz)) for s, dz in ((-0.06, 0.0), (0.06, 0.0), (0.06, 0.008), (-0.06, 0.008))] pt = [bm.verts.new((r * math.cos(tip), r * math.sin(tip), z)), bm.verts.new((r * math.cos(tip), r * math.sin(tip), z + 0.008))] bm.faces.new((head[0], head[1], pt[0])) bm.faces.new((head[3], pt[1], head[2])) bm.faces.new((head[1], head[2], pt[1], pt[0])) bm.faces.new((head[0], pt[0], pt[1], head[3])) bm.faces.new((head[0], head[3], head[2], head[1])) arrow_ob = _mesh_object("Arrow", build_arrow, [arrow], smooth_angle=10.0) def build_lamp(bm): # a status lamp on the housing front, facing the camera (-Y) res = bmesh.ops.create_uvsphere(bm, u_segments=16, v_segments=10, radius=0.035) for v in res['verts']: v.co.y *= 0.6 v.co += Vector((0.0, -(BASE_R - 0.105), 0.21)) lamp_ob = _mesh_object("Lamp", build_lamp, [lamp]) return [housing_ob, platter_ob, mat_ob, ticks_ob, arrow_ob, lamp_ob] def render_still(obj, path, engine): import bmesh sc = bpy.context.scene parts = stage_turntable(obj) fme = bpy.data.meshes.new("Floor"); bm = bmesh.new() try: bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=30.0); bm.to_mesh(fme) finally: bm.free() # dark staged studio: shared floor/wall material, warm shaped key, faint # cool fill, cool rim, warm wedge on the back wall (docs/VISUAL-STYLE.md) fmat = bpy.data.materials.new("Studio"); fmat.use_nodes = True fb = fmat.node_tree.nodes["Principled BSDF"] fb.inputs["Base Color"].default_value = (0.03, 0.032, 0.037, 1.0) fb.inputs["Roughness"].default_value = 0.7 fme.materials.append(fmat) floor = bpy.data.objects.new("Floor", fme); bpy.context.collection.objects.link(floor) wall = bpy.data.objects.new("Wall", fme.copy()); wall.location = (0, 9.0, 0) wall.rotation_euler = (math.radians(90), 0, 0); bpy.context.collection.objects.link(wall) w = bpy.data.worlds.new("W"); w.use_nodes = True w.node_tree.nodes["Background"].inputs[0].default_value = (0.02, 0.021, 0.025, 1); sc.world = w aim = bpy.data.objects.new("Aim", None); aim.location = (0, 0, 1.05); bpy.context.collection.objects.link(aim) cam = bpy.data.objects.new("cam", bpy.data.cameras.new("cam")); cam.location = (0.6, -8.2, 3.2) bpy.context.collection.objects.link(cam); sc.camera = cam c = cam.constraints.new('TRACK_TO'); c.target = aim; c.track_axis = 'TRACK_NEGATIVE_Z'; c.up_axis = 'UP_Y' for nm, loc, en, size, col in [("K", (-4, -5, 7), 620, 5.0, (1.0, 0.96, 0.9)), ("F2", (5, -4, 2), 130, 8.0, (0.75, 0.85, 1.0)), ("R", (0.5, 4.5, 4.0), 300, 4.0, (0.6, 0.78, 1.0))]: ld = bpy.data.lights.new(nm, 'AREA'); ld.energy = en; ld.size = size; ld.color = col lo = bpy.data.objects.new(nm, ld); lo.location = loc; bpy.context.collection.objects.link(lo) lc = lo.constraints.new('TRACK_TO'); lc.target = aim; lc.track_axis = 'TRACK_NEGATIVE_Z'; lc.up_axis = 'UP_Y' wd = bpy.data.lights.new("Wedge", 'AREA'); wd.energy = 380; wd.size = 6.0; wd.color = (1.0, 0.76, 0.5) wo = bpy.data.objects.new("Wedge", wd); wo.location = (2.5, 5.5, 4.0) wo.rotation_euler = (math.radians(-68), 0, math.radians(190)); bpy.context.collection.objects.link(wo) sc.render.engine = 'CYCLES' if engine == 'cycles' else get_eevee_engine_id() if sc.render.engine == 'CYCLES': try: sc.cycles.samples = 48 except Exception: pass else: try: sc.eevee.taa_render_samples = 64 except Exception: pass # pin the still to a deliberate pose: frame 4 is ~31 degrees of turn, a # three-quarter view where ears and brow read instantly as Suzanne. An # arbitrary turntable frame can land face-away and read as broken geometry. sc.frame_set(4) sc.render.resolution_x = 1280; sc.render.resolution_y = 720 # Blender resolves a relative filepath against the blend-file directory, which # for a --background run with no .blend is the drive root, not the cwd. path = os.path.abspath(path) sc.render.image_settings.file_format = 'PNG'; sc.render.filepath = path # AgX would wash the copper toward beige (docs/VISUAL-STYLE.md) sc.view_settings.view_transform = 'Standard' bpy.context.view_layer.update() # Layer 1 framing gate before the beauty render (exit 10 on violation) fcode = gallery_framing.check_framing(sc, cam, hero=[obj] + parts, elements=[obj] + parts, stage=[floor, wall]) if fcode: return fcode bpy.ops.render.render(write_still=True) return 0 if os.path.exists(path) and os.path.getsize(path) > 0 else 4 def main(): argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else [] p = argparse.ArgumentParser() p.add_argument("--output", default=None, help="optional: render one still to this PNG") p.add_argument("--engine", choices=["auto", "cycles"], default="auto") p.add_argument("--no-keys", action="store_true", help="falsifier: skip rotation keys, still assert they drive playback") args = p.parse_args(argv) # the EEVEE-id mapping is asserted regardless of whether we render: the # OTHER era's id must be rejected by this build, the helper's accepted eid = get_eevee_engine_id() wrong = 'BLENDER_EEVEE_NEXT' if bpy.app.version >= (5, 0, 0) else 'BLENDER_EEVEE' # engine-id-exempt: the wrong-era id this example asserts is rejected try: bpy.context.scene.render.engine = wrong print(f"ERROR: wrong-era EEVEE id '{wrong}' was accepted", file=sys.stderr); return 5 except TypeError: pass # correctly rejected bpy.context.scene.render.engine = eid # raises TypeError if the helper's id is invalid obj = build(no_keys=args.no_keys) if not correctness(obj): print("ERROR: rotation keys do not drive playback", file=sys.stderr); return 3 if args.output: rcode = render_still(obj, args.output, args.engine) if rcode: if rcode == 4: print("ERROR: still render produced no file", file=sys.stderr) return rcode print(f"rendered still {args.output} ({os.path.getsize(args.output)} bytes)") print("turntable OK") return 0 if __name__ == "__main__": try: sys.exit(main()) except Exception as exc: import traceback; traceback.print_exc() print(f"FATAL: {type(exc).__name__}: {exc}", file=sys.stderr); sys.exit(1)