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bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False)

Erstelle eine UV-Sphere (als Ball)

bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=16, radius=0.15, location=(0, 0, 0)) cocaine_ball = bpy.context.active_object cocaine_ball.name = "CocaineBall"

Subdivision für runden Look

bpy.ops.object.modifier_add(type='SUBSURF') cocaine_ball.modifiers["Subdivision"].levels = 2 bpy.ops.object.shade_smooth()

Einfaches stylisiertes Material (weiß, matt)

mat = bpy.data.materials.new(name="CocaineMaterial") mat.use_nodes = True bsdf = mat.node_tree.nodes.get("Principled BSDF") bsdf.inputs['Base Color'].default_value = (1, 1, 1, 1) # Weiß bsdf.inputs['Roughness'].default_value = 0.8 # Matt

cocaine_ball.data.materials.append(mat)

Optional: Label hinzufügen

bpy.ops.object.text_add(location=(0.05, 0, 0.15)) label = bpy.context.active_object label.data.body = "CO" label.scale = (0.05, 0.05, 0.05)

Exportieren als glTF (glb)

bpy.ops.export_scene.gltf(filepath="CocaineBall.glb", export_format='GLB')

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