| Code: |
|
import Blender armature = Blender.Armature.Get()[0] print dir(armature) |
| Code: |
|
import Blender print Blender.Armature.Get.__doc__ |
| Code: |
|
import Blender print dir(Blender.Armature) |
| Quote: |
| ['Bone', 'Get', 'New', '__doc__', '__name__', 'get'] |
| Code: |
|
import Blender print Blender.Armature.Get.__doc__ |
| Quote: |
| (name) - return the armature with the name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all armatures in the current scene. |
| Code: |
|
import Blender arm = Blender.Armature.Get("Armature") print dir(arm) |
| Quote: |
| ['bones', 'getBones', 'getName', 'name', 'setName'] |
| Code: |
|
import Blender import Blender arm = Blender.Armature.Get("Armature") print arm.getBones.__doc__ |
| Quote: |
| () - return Armature root bones |
| Code: |
|
import Blender arm = Blender.Armature.Get("Armature") bone = arm.getBones() print bone |
| Quote: |
| [[Bone "Bone"]] |
| Code: |
|
import Blender arm = Blender.Armature.Get("Armature") bone = arm.getBones()[0] print dir(bone) |
| Quote: |
| ['children', 'getChildren', 'getHead', 'getLoc', 'getName', 'getParent', 'getQua
t', 'getRoll', 'getSize', 'getTail', 'hasParent', 'head', 'loc', 'name', 'parent ', 'quat', 'roll', 'setHead', 'setLoc', 'setName', 'setQuat', 'setRoll', 'setSiz e', 'setTail', 'size', 'tail'] |
| Code: |
|
import Blender arm = Blender.Armature.Get("Armature") bone = arm.getBones()[0] d = dir(bone) for f in d: exec("print \"" + f + ": \"" + " + str(bone." + f + ".__doc__)") |
| Quote: |
| children: list() -> new list
list(sequence) -> new list initialized from sequence's items getChildren: () - return Bone children list getHead: () - return Bone head getLoc: () - return Bone loc getName: () - return Bone name getParent: () - return the parent bone of this one if it exists. Otherwise raise an error. Check this condition with the hasParent() method. getQuat: () - return Bone quat getRoll: () - return Bone roll getSize: () - return Bone size getTail: () - return Bone tail hasParent: () - return true if bone has a parent head: list() -> new list list(sequence) -> new list initialized from sequence's items loc: list() -> new list list(sequence) -> new list initialized from sequence's items name: str(object) -> string Return a nice string representation of the object. If the argument is a string, the return value is the same object. parent: None quat: list() -> new list list(sequence) -> new list initialized from sequence's items roll: float(x) -> floating point number Convert a string or number to a floating point number, if possible. setHead: (float,float,float) - set Bone head pos setLoc: (float,float,float) - set Bone loc setName: (str) - rename Bone setQuat: (float,float,float,float) - set Bone quat setRoll: (float) - set Bone roll setSize: (float,float,float) - set Bone size setTail: (float,float,float) - set Bone tail pos size: list() -> new list list(sequence) -> new list initialized from sequence's items tail: list() -> new list list(sequence) -> new list initialized from sequence's items |