# Armature(ID)

base classes — `bpy_struct`, `ID`

class `bpy.types.``Armature`(ID)

  Armature data-block containing a hierarchy of bones, usually used for rigging characters

  `animation_data`

    Animation data for this data-block

    Type: | `AnimData`, (readonly)

  `bones`

    Type: | `ArmatureBones` `bpy_prop_collection` of `Bone`, (readonly)

  `deform_method`

    Vertex Deformer Method (Game Engine only)

    - `BLENDER` Blender, Use Blender’s armature vertex deformation.
    - `BGE_CPU` BGE, Use vertex deformation code optimized for the BGE.

    Type: | enum in [‘BLENDER’, ‘BGE_CPU’], default ‘BLENDER’

  `draw_type`
    - `OCTAHEDRAL` Octahedral, Display bones as octahedral shape (default).
    - `STICK` Stick, Display bones as simple 2D lines with dots.
    - `BBONE` B-Bone, Display bones as boxes, showing subdivision and B-Splines.
    - `ENVELOPE` Envelope, Display bones as extruded spheres, showing deformation influence volume.
    - `WIRE` Wire, Display bones as thin wires, showing subdivision and B-Splines.

    Type: | enum in [‘OCTAHEDRAL’, ‘STICK’, ‘BBONE’, ‘ENVELOPE’, ‘WIRE’], default ‘OCTAHEDRAL’

  `edit_bones`

    Type: | `ArmatureEditBones` `bpy_prop_collection` of `EditBone`, (readonly)

  `ghost_frame_end`

    End frame of range of Ghosts to display (not for ‘Around Current Frame’ Onion-skinning method)

    Type: | int in [-inf, inf], default 0

  `ghost_frame_start`

    Starting frame of range of Ghosts to display (not for ‘Around Current Frame’ Onion-skinning method)

    Type: | int in [-inf, inf], default 0

  `ghost_size`

    Frame step for Ghosts (not for ‘On Keyframes’ Onion-skinning method)

    Type: | int in [1, 20], default 0

  `ghost_step`

    Number of frame steps on either side of current frame to show as ghosts (only for ‘Around Current Frame’ Onion-skinning method)

    Type: | int in [0, 30], default 0

  `ghost_type`

    Method of Onion-skinning for active Action

    - `CURRENT_FRAME` Around Frame, Display Ghosts of poses within a fixed number of frames around the current frame.
    - `RANGE` In Range, Display Ghosts of poses within specified range.
    - `KEYS` On Keyframes, Display Ghosts of poses on Keyframes.

    Type: | enum in [‘CURRENT_FRAME’, ‘RANGE’, ‘KEYS’], default ‘CURRENT_FRAME’

  `is_editmode`

    True when used in editmode

    Type: | boolean, default False, (readonly)

  `layers`

    Armature layer visibility

    Type: | boolean array of 32 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)

  `layers_protected`

    Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo

    Type: | boolean array of 32 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)

  `pose_position`

    Show armature in binding pose or final posed state

    - `POSE` Pose Position, Show armature in posed state.
    - `REST` Rest Position, Show Armature in binding pose state (no posing possible).

    Type: | enum in [‘POSE’, ‘REST’], default ‘POSE’

  `show_axes`

    Draw bone axes

    Type: | boolean, default False

  `show_bone_custom_shapes`

    Draw bones with their custom shapes

    Type: | boolean, default False

  `show_group_colors`

    Draw bone group colors

    Type: | boolean, default False

  `show_names`

    Draw bone names

    Type: | boolean, default False

  `show_only_ghost_selected`

    Type: | boolean, default False

  `use_auto_ik`

    Add temporary IK constraints while grabbing bones in Pose Mode

    Type: | boolean, default False

  `use_deform_delay`

    Don’t deform children when manipulating bones in Pose Mode

    Type: | boolean, default False

  `use_mirror_x`

    Apply changes to matching bone on opposite side of X-Axis

    Type: | boolean, default False

  `transform`(matrix)

    Transform armature bones by a matrix

    Parameters: | matrix (float array of 16 items in [-inf, inf]) – Matrix

Inherited Properties

`bpy_struct.id_data` `ID.name` `ID.users` `ID.use_fake_user` `ID.tag` | `ID.is_updated` `ID.is_updated_data` `ID.is_library_indirect` `ID.library` `ID.preview`

Inherited Functions

`bpy_struct.as_pointer` `bpy_struct.driver_add` `bpy_struct.driver_remove` `bpy_struct.get` `bpy_struct.is_property_hidden` `bpy_struct.is_property_readonly` `bpy_struct.is_property_set` `bpy_struct.items` `bpy_struct.keyframe_delete` `bpy_struct.keyframe_insert` `bpy_struct.keys` | `bpy_struct.path_from_id` `bpy_struct.path_resolve` `bpy_struct.property_unset` `bpy_struct.type_recast` `bpy_struct.values` `ID.copy` `ID.user_clear` `ID.animation_data_create` `ID.animation_data_clear` `ID.update_tag`

References

`bpy.context.armature` `BlendData.armatures` | `BlendDataArmatures.new` `BlendDataArmatures.remove`