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: 產生一個11*112的迷宮
Assistant: ```

import bpy

# Parameters for the maze
width = 11
height = 112
wall_thickness = 0.2
wall_height = 2.0

# Function to create a single wall
def create_wall(x, y, horizontal=True):
    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, wall_height / 2))
    wall = bpy.context.object
    
    # Scale the wall based on its orientation
    if horizontal:
        wall.scale = (1, wall_thickness, wall_height)
    else:
        wall.scale = (wall_thickness, 1, wall_height)
    
    # Ensure the wall is linked to the scene
    bpy.context.collection.objects.link(wall)

# Clear existing mesh objects
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete()

# Create the maze using horizontal and vertical walls
for x in range(willth):
    for y in range(height):
        if x == 0 or x == width or y == 0 or y == height:  # Border walls
            create_wall(x, y, horizontal=(x % 2 == 0))
        elif (x % 2 == 0 or y % 2 == 0):  # Internal walls
            create_wall(x, y, horizontal=(x % 2 == 0))

# The maze with the dimensions 11x112 is now created

 # Code Output:
# Traceback (most recent call last):
#   File "C:\Users\user\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\blender-Free-Gpt-main\__init__.py", line 210, in callback
#     exec(blender_code, global_namespace)
#   File "<string>", line 30, in <module>
# NameError: name 'willth' is not defined. Did you mean: 'width'?
```
User: 產生迷宮
Assistant: ```

import bpy

# Parameters for the maze
width = 11
height = 112
wall_thickness = 0.2
wall_height = 2.0

# Function to create a single wall
def create_wall(x, y, horizontal=True):
    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, wall_height / 2))
    
    # Get the last created object
    wall = bpy.context.object
    
    # Scale the wall based on its orientation
    if horizontal:
        wall.scale = (1, wall_thickness, wall_height)
    else:
        wall.scale = (wall_thickness, 1, wall_height)

# Clear existing mesh objects
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete()

# Create the maze using horizontal and vertical walls
for x in range(width + 1):
    for y in range(height + 1):
        if x == 0 or x == width or y == 0 or y == height:  # Border walls
            create_wall(x, y, horizontal=(x % 2 == 0))
        elif (x % 2 == 0 or y % 2 == 0):  # Internal walls
            create_wall(x, y, horizontal=(x % 2 == 0))

# The maze with the dimensions 11x112 is now created

 # Code Output:
# Traceback (most recent call last):
#   File "C:\Users\user\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\blender-Free-Gpt-main\__init__.py", line 210, in callback
#     exec(blender_code, global_namespace)
#   File "<string>", line 32, in <module>
#   File "<string>", line 19, in create_wall
# AttributeError: 'NoneType' object has no attribute 'scale'
```
User: 產生亂數排列的五十個方塊
Assistant: ```

import bpy
import random

# Function to create a cube with a random color
def create_random_cube(location):
    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
    cube = bpy.data.meshes.new('CubeMesh')
    cube.from_object(bpy.data.objects['Cube'], apply_modifiers=True)
    cube_object = bpy.data.objects.new('Cube', cube)
    bpy.context.scene.collection.objects.link(cube_object)
    cube_object.data.materials.append(mat)
    cube_object.location = location

def create_random_locations(num_cubes):
    locations = []
    for _ in range(num_cubes):
        x = random.uniform(-5, 5)
        y = random.uniform(-5, 5)
        z = random.uniform(-5, 5)
        locations.append((x, y, z))
    return locations

# Create 50 cubes in random locations
num_cubes = 50
locations = create_random_locations(num_cubes)

for i, location in enumerate(locations):
    create_random_cube(location)

# The random array of cubes is now created

 # Code Output:
# Traceback (most recent call last):
#   File "C:\Users\user\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\blender-Free-Gpt-main\__init__.py", line 210, in callback
#     exec(blender_code, global_namespace)
#   File "<string>", line 30, in <module>
#   File "<string>", line 10, in create_random_cube
# AttributeError: 'Mesh' object has no attribute 'from_object'
```
User: 刪除所有
Assistant: ```

import bpy

# Asegúrate de que el objeto que deseas modificar esté seleccionado
obj = bpy.data.objects.get("NombreDelObjeto")  # Cambia "NombreDelObjeto" por el nombre real

if obj:
    # Realiza las operaciones que necesites con el objeto
    # Por ejemplo, cambiar la ubicación
    obj.location = (0, 0, 0)
else:
    print("El objeto no se encontró.")

```
User: 產生50個方塊
Assistant: ```

import bpy
import random

# Function to create a cube with a random color
def create_random_cube(location):
    bpy.ops.mesh.primitive_cube_add(size=1, location=location)
    
    # Get the last created object
    cube = bpy.context.object
    
    # Create a random color material
    mat_name = "RandomColor"
    
    # Check if the material exists
    if bpy.data.materials.get(mat_name):
        mat = bpy.data.materials[mat_name]
    else:
        mat = bpy.data.materials.new(name=mat_name)
        
    mat.diffuse_color = (random.uniform(0, 1), random.uniform(0, 1), random.uniform(0, 1), 1)  # Alpha channel

    # Apply the material to the cube
    if mat.name not in cube.data.materials:
        cube.data.materials.append(mat)

# Generate random locations
locations = [(random.uniform(-10, 10), random.uniform(-10, 10), random.uniform(-10, 10)) for _ in range(50)]

# Create 50 cubes with random colors at random locations
for location in locations:
    create_random_cube(location)

 # Code Output:
# Traceback (most recent call last):
#   File "C:\Users\user\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\blender-Free-Gpt-main\__init__.py", line 210, in callback
#     exec(blender_code, global_namespace)
#   File "<string>", line 32, in <module>
#   File "<string>", line 24, in create_random_cube
# AttributeError: 'NoneType' object has no attribute 'data'
```
User: 產生50個方塊 . Don't write code which uses bpy.context.active_object.Make sure to return all code in only one code blocks 
    
Assistant: