Module Armature :: Class Armature
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Class Armature


The Armature object

This object gives access to Armature-specific data in Blender.
Method Summary
Armature Object __init__(name)
Initializer for the Armature TypeObject.
None makeEditable()
Put the armature into EditMode for editing purposes.
None update()
Save all changes and update the armature.

Instance Variable Summary
Bool autoIK: Adds temporary IK chains while grabbing bones
BonesDict Object bones: A Dictionary of Bones (BonesDict) that make up this armature.
Bool delayDeform: Don't deform children when manipulating bones
Bool drawAxes: Draw bone axes
Bool drawNames: Draw bone names
Constant Object drawType: The drawing type that is used to display the armature Acceptable values are:
Bool envelopes: Whether bone envelopes define deformation
bool fakeUser: When set to True, this datablock wont be removed, even if nothing is using it.
Bool ghost: Draw ghosts around frame for current Action
Int ghostStep: Number of frames between ghosts
string or None lib: path to the blend file this datablock is stored in (readonly).
Bool mirrorEdit: X-axis mirrored editing
string name: unique name within each blend file.
IDGroup properties: Returns an IDGroup reference to this datablocks's ID Properties.
Bool restPosition: Show rest position (no posing possible)
bool tag: A temporary tag that to flag data as being used within a loop.
int users: The number of users this datablock has.
Bool vertexGroups: Whether vertex groups define deformation

Method Details

__init__(name='myArmature')
(Constructor)

Initializer for the Armature TypeObject. Example:
         myNewArmature = Blender.Armature.Armature('AR_1')
Parameters:
name - The name for the new armature
           (type=string)
Returns:
New Armature Object
           (type=Armature Object)

makeEditable()

Put the armature into EditMode for editing purposes. (Enters Editmode)
Returns:
None

Warnings:

  • Using Window.Editmode() to switch the editmode manually will cause problems and possibly even crash Blender.
  • This is only needed for operations such as adding and removing bones.
  • Do access pose data until you have called update() or settings will be lost.
  • The armature should not be in manual editmode prior to calling this method. The armature must be parented to an object prior to editing.

update()

Save all changes and update the armature. (Leaves Editmode)
Returns:
None

Note: Must have called makeEditable() first.


Instance Variable Details

autoIK

Adds temporary IK chains while grabbing bones
Type:
Bool

bones

A Dictionary of Bones (BonesDict) that make up this armature.
Type:
BonesDict Object

delayDeform

Don't deform children when manipulating bones
Type:
Bool

drawAxes

Draw bone axes
Type:
Bool

drawNames

Draw bone names
Type:
Bool

drawType

The drawing type that is used to display the armature Acceptable values are:
  • Armature.OCTAHEDRON: bones drawn as octahedrons
  • Armature.STICK: bones drawn as sticks
  • Armature.BBONE: bones drawn as b-bones
  • Armature.ENVELOPE: bones drawn as sticks with envelopes
Type:
Constant Object

envelopes

Whether bone envelopes define deformation
Type:
Bool

fakeUser

When set to True, this datablock wont be removed, even if nothing is using it. All data has this disabled by default except for Actions.
Type:
bool

ghost

Draw ghosts around frame for current Action
Type:
Bool

ghostStep

Number of frames between ghosts
Type:
Int

lib

path to the blend file this datablock is stored in (readonly).

lib will be None unless you are using external blend files with (File, Append/Link)

Note: the path may be relative, to get the full path use Blender.sys.expandpath
Type:
string or None

mirrorEdit

X-axis mirrored editing
Type:
Bool

name

unique name within each blend file.

The name is case sensitive and 21 characters maximum length.

Note: a blend file may have naming collisions when external library data is used, be sure to check the value of lib.

Note: Setting a value longer then 21 characters will be shortened
Type:
string

properties

Returns an IDGroup reference to this datablocks's ID Properties.
Type:
IDGroup

restPosition

Show rest position (no posing possible)
Type:
Bool

tag

A temporary tag that to flag data as being used within a loop. always set all tags to True or False before using since blender uses this flag for its own internal operations.
Type:
bool

users

The number of users this datablock has. (readonly) Zero user datablocks are de-allocated after reloading and saving.
Type:
int

vertexGroups

Whether vertex groups define deformation
Type:
Bool

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