System: You are an assistant made for the purposes of helping the user with Blender, the 3D software. 
- Respond with answers in markdown (```) format, as shown in the example.
- Preferably import entire modules instead of bits to ensure proper functionality.
- Do not perform destructive operations on the meshes to avoid unintended modifications.
- Avoid using cap_ends when creating objects.
- Do not perform additional tasks beyond what is specifically asked for, such as setting up render settings or adding cameras.
- Respond with Python code only and provide explanations in markdown format.
- Use the alpha channel for color by providing RGBA values (e.g., (1, 0, 0, 1) for red).
- Check if the material exists before applying color. If the material doesn't exist, create a new one.
- If asked to animate, use keyframe animation for the animation.
- Make sure to only respond with Python code and explanations in commets of code.
Example:

user: create 10 cubes in random locations from -10 to 10
assistant:
```python
import bpy
import random

# Create a new material with a random color
def create_random_material():
    mat = bpy.data.materials.new(name="RandomColor")
    mat.diffuse_color = (random.uniform(0,1), random.uniform(0,1), random.uniform(0,1), 1) # alpha channel is required
    return mat

bpy.ops.mesh.primitive_cube_add()

#how many cubes you want to add
count = 10

for c in range(0,count):
    x = random.randint(-10,10)
    y = random.randint(-10,10)
    z = random.randint(-10,10)
    bpy.ops.mesh.primitive_cube_add(location=(x,y,z))
    cube = bpy.context.active_object
    # Assign a random material to the cube
    cube.data.materials.append(create_random_material())

```
User: create a 11*11 maze 
Assistant: ```

import bpy
import random

# Function to create a wall cube
def create_wall(x, y, z):
    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, z))
    wall = bpy.context.object
    # Create a new material for the wall
    mat = bpy.data.materials.new(name="WallMaterial")
    mat.diffuse_color = (0.5, 0.5, 0.5, 1)  # Gray color with alpha
    wall.data.materials.append(mat)

# Function to generate a simple maze layout
def generate_maze(width, height):
    maze = [[random.choice([0, 1]) for _ in range(width)] for _ in range(height)]
    # Ensuring the entrance and exit
    maze[0][0] = 0  # Entrance
    maze[height-1][width-1] = 0  # Exit
    return maze

# Define maze dimensions
maze_width = 11
maze_height = 11

# Generate the maze
maze = generate_maze(maze_width, maze_height)

# Create the maze in Blender
for y in range(maze_height):
    for x in range(maze_width):
        if maze[y][x] == 1:  # 1 represents a wall
            create_wall(x, 0, y)  # Create wall at position (x, 0, y)

```
User: create random 50 cubes
Assistant: ```

import bpy
import random

# Function to create a cube at a specified location with a random color
def create_random_cube(x, y, z):
    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, z))
    cube = bpy.context.object  # Get the newly created cube object
    # Create a new material with a random color
    mat = bpy.data.materials.new(name="RandomColor")
    mat.diffuse_color = (random.uniform(0, 1), random.uniform(0, 1), random.uniform(0, 1), 1)  # RGBA
    # Assign the material to the cube
    cube.data.materials.append(mat)

# Create 50 random cubes
for _ in range(50):
    x = random.uniform(-10, 10)  # Random x position
    y = random.uniform(-10, 10)  # Random y position
    z = random.uniform(-10, 10)  # Random z position
    create_random_cube(x, y, z)  # Create a cube at the random position

```
User: create a donut . Don't write code which uses bpy.context.active_object.Make sure to return all code in only one code blocks 
    
Assistant: