Pose Operators¶
-
bpy.ops.pose.
armature_apply
()¶ Apply the current pose as the new rest pose
-
bpy.ops.pose.
autoside_names
(axis='XAXIS')¶ Automatically renames the selected bones according to which side of the target axis they fall on
Parameters: axis (enum in ['XAXIS', 'YAXIS', 'ZAXIS'], (optional)) – Axis, Axis tag names with
XAXIS
X-Axis, Left/Right.YAXIS
Y-Axis, Front/Back.ZAXIS
Z-Axis, Top/Bottom.
-
bpy.ops.pose.
bone_layers
(layers=(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))¶ Change the layers that the selected bones belong to
Parameters: layers (boolean array of 32 items, (optional)) – Layer, Armature layers that bone belongs to
-
bpy.ops.pose.
breakdown
(prev_frame=0, next_frame=0, percentage=0.5)¶ Create a suitable breakdown pose on the current frame
Parameters: - prev_frame (int in [-300000, 300000], (optional)) – Previous Keyframe, Frame number of keyframe immediately before the current frame
- next_frame (int in [-300000, 300000], (optional)) – Next Keyframe, Frame number of keyframe immediately after the current frame
- percentage (float in [0, 1], (optional)) – Percentage, Weighting factor for the sliding operation
-
bpy.ops.pose.
constraint_add
(type='')¶ Add a constraint to the active bone
Parameters: type (enum in ['CAMERA_SOLVER', 'FOLLOW_TRACK', 'OBJECT_SOLVER', 'COPY_LOCATION', 'COPY_ROTATION', 'COPY_SCALE', 'COPY_TRANSFORMS', 'LIMIT_DISTANCE', 'LIMIT_LOCATION', 'LIMIT_ROTATION', 'LIMIT_SCALE', 'MAINTAIN_VOLUME', 'TRANSFORM', 'CLAMP_TO', 'DAMPED_TRACK', 'IK', 'LOCKED_TRACK', 'SPLINE_IK', 'STRETCH_TO', 'TRACK_TO', 'ACTION', 'CHILD_OF', 'FLOOR', 'FOLLOW_PATH', 'PIVOT', 'RIGID_BODY_JOINT', 'SHRINKWRAP'], (optional)) – Type
CAMERA_SOLVER
Camera Solver.FOLLOW_TRACK
Follow Track.OBJECT_SOLVER
Object Solver.COPY_LOCATION
Copy Location, Copy the location of a target (with an optional offset), so that they move together.COPY_ROTATION
Copy Rotation, Copy the rotation of a target (with an optional offset), so that they rotate together.COPY_SCALE
Copy Scale, Copy the scale factors of a target (with an optional offset), so that they are scaled by the same amount.COPY_TRANSFORMS
Copy Transforms, Copy all the transformations of a target, so that they move together.LIMIT_DISTANCE
Limit Distance, Restrict movements to within a certain distance of a target (at the time of constraint evaluation only).LIMIT_LOCATION
Limit Location, Restrict movement along each axis within given ranges.LIMIT_ROTATION
Limit Rotation, Restrict rotation along each axis within given ranges.LIMIT_SCALE
Limit Scale, Restrict scaling along each axis with given ranges.MAINTAIN_VOLUME
Maintain Volume, Compensate for scaling one axis by applying suitable scaling to the other two axes.TRANSFORM
Transformation, Use one transform property from target to control another (or same) property on owner.CLAMP_TO
Clamp To, Restrict movements to lie along a curve by remapping location along curve’s longest axis.DAMPED_TRACK
Damped Track, Point towards a target by performing the smallest rotation necessary.IK
Inverse Kinematics, Control a chain of bones by specifying the endpoint target (Bones only).LOCKED_TRACK
Locked Track, Rotate around the specified (‘locked’) axis to point towards a target.SPLINE_IK
Spline IK, Align chain of bones along a curve (Bones only).STRETCH_TO
Stretch To, Stretch along Y-Axis to point towards a target.TRACK_TO
Track To, Legacy tracking constraint prone to twisting artifacts.ACTION
Action, Use transform property of target to look up pose for owner from an Action.CHILD_OF
Child Of, Make target the ‘detachable’ parent of owner.FLOOR
Floor, Use position (and optionally rotation) of target to define a ‘wall’ or ‘floor’ that the owner can not cross.FOLLOW_PATH
Follow Path, Use to animate an object/bone following a path.PIVOT
Pivot, Change pivot point for transforms (buggy).RIGID_BODY_JOINT
Rigid Body Joint, Use to define a Rigid Body Constraint (for Game Engine use only).SHRINKWRAP
Shrinkwrap, Restrict movements to surface of target mesh.
-
bpy.ops.pose.
constraint_add_with_targets
(type='')¶ Add a constraint to the active bone, with target (where applicable) set to the selected Objects/Bones
Parameters: type (enum in ['CAMERA_SOLVER', 'FOLLOW_TRACK', 'OBJECT_SOLVER', 'COPY_LOCATION', 'COPY_ROTATION', 'COPY_SCALE', 'COPY_TRANSFORMS', 'LIMIT_DISTANCE', 'LIMIT_LOCATION', 'LIMIT_ROTATION', 'LIMIT_SCALE', 'MAINTAIN_VOLUME', 'TRANSFORM', 'CLAMP_TO', 'DAMPED_TRACK', 'IK', 'LOCKED_TRACK', 'SPLINE_IK', 'STRETCH_TO', 'TRACK_TO', 'ACTION', 'CHILD_OF', 'FLOOR', 'FOLLOW_PATH', 'PIVOT', 'RIGID_BODY_JOINT', 'SHRINKWRAP'], (optional)) – Type
CAMERA_SOLVER
Camera Solver.FOLLOW_TRACK
Follow Track.OBJECT_SOLVER
Object Solver.COPY_LOCATION
Copy Location, Copy the location of a target (with an optional offset), so that they move together.COPY_ROTATION
Copy Rotation, Copy the rotation of a target (with an optional offset), so that they rotate together.COPY_SCALE
Copy Scale, Copy the scale factors of a target (with an optional offset), so that they are scaled by the same amount.COPY_TRANSFORMS
Copy Transforms, Copy all the transformations of a target, so that they move together.LIMIT_DISTANCE
Limit Distance, Restrict movements to within a certain distance of a target (at the time of constraint evaluation only).LIMIT_LOCATION
Limit Location, Restrict movement along each axis within given ranges.LIMIT_ROTATION
Limit Rotation, Restrict rotation along each axis within given ranges.LIMIT_SCALE
Limit Scale, Restrict scaling along each axis with given ranges.MAINTAIN_VOLUME
Maintain Volume, Compensate for scaling one axis by applying suitable scaling to the other two axes.TRANSFORM
Transformation, Use one transform property from target to control another (or same) property on owner.CLAMP_TO
Clamp To, Restrict movements to lie along a curve by remapping location along curve’s longest axis.DAMPED_TRACK
Damped Track, Point towards a target by performing the smallest rotation necessary.IK
Inverse Kinematics, Control a chain of bones by specifying the endpoint target (Bones only).LOCKED_TRACK
Locked Track, Rotate around the specified (‘locked’) axis to point towards a target.SPLINE_IK
Spline IK, Align chain of bones along a curve (Bones only).STRETCH_TO
Stretch To, Stretch along Y-Axis to point towards a target.TRACK_TO
Track To, Legacy tracking constraint prone to twisting artifacts.ACTION
Action, Use transform property of target to look up pose for owner from an Action.CHILD_OF
Child Of, Make target the ‘detachable’ parent of owner.FLOOR
Floor, Use position (and optionally rotation) of target to define a ‘wall’ or ‘floor’ that the owner can not cross.FOLLOW_PATH
Follow Path, Use to animate an object/bone following a path.PIVOT
Pivot, Change pivot point for transforms (buggy).RIGID_BODY_JOINT
Rigid Body Joint, Use to define a Rigid Body Constraint (for Game Engine use only).SHRINKWRAP
Shrinkwrap, Restrict movements to surface of target mesh.
-
bpy.ops.pose.
constraints_clear
()¶ Clear all the constraints for the selected bones
-
bpy.ops.pose.
constraints_copy
()¶ Copy constraints to other selected bones
-
bpy.ops.pose.
copy
()¶ Copies the current pose of the selected bones to copy/paste buffer
-
bpy.ops.pose.
flip_names
()¶ Flips (and corrects) the axis suffixes of the names of selected bones
-
bpy.ops.pose.
group_add
()¶ Add a new bone group
-
bpy.ops.pose.
group_assign
(type=0)¶ Add selected bones to the chosen bone group
Parameters: type (int in [0, inf], (optional)) – Bone Group Index
-
bpy.ops.pose.
group_deselect
()¶ Deselect bones of active Bone Group
-
bpy.ops.pose.
group_move
(direction='UP')¶ Change position of active Bone Group in list of Bone Groups
Parameters: direction (enum in ['UP', 'DOWN'], (optional)) – Direction, Direction to move, UP or DOWN
-
bpy.ops.pose.
group_remove
()¶ Remove the active bone group
-
bpy.ops.pose.
group_select
()¶ Select bones in active Bone Group
-
bpy.ops.pose.
group_sort
()¶ Sort Bone Groups by their names in ascending order
-
bpy.ops.pose.
group_unassign
()¶ Remove selected bones from all bone groups
-
bpy.ops.pose.
hide
(unselected=False)¶ Tag selected bones to not be visible in Pose Mode
Parameters: unselected (boolean, (optional)) – Unselected
-
bpy.ops.pose.
ik_add
(with_targets=True)¶ Add IK Constraint to the active Bone
Parameters: with_targets (boolean, (optional)) – With Targets, Assign IK Constraint with targets derived from the select bones/objects
-
bpy.ops.pose.
ik_clear
()¶ Remove all IK Constraints from selected bones
-
bpy.ops.pose.
loc_clear
()¶ Reset locations of selected bones to their default values
-
bpy.ops.pose.
paste
(flipped=False, selected_mask=False)¶ Paste the stored pose on to the current pose
Parameters: - flipped (boolean, (optional)) – Flipped on X-Axis, Paste the stored pose flipped on to current pose
- selected_mask (boolean, (optional)) – On Selected Only, Only paste the stored pose on to selected bones in the current pose
-
bpy.ops.pose.
paths_calculate
(start_frame=1, end_frame=250, bake_location='TAILS')¶ Calculate paths for the selected bones
Parameters: - start_frame (int in [-300000, 300000], (optional)) – Start, First frame to calculate bone paths on
- end_frame (int in [-300000, 300000], (optional)) – End, Last frame to calculate bone paths on
- bake_location (enum in ['HEADS', 'TAILS'], (optional)) –
Bake Location, Which point on the bones is used when calculating paths
HEADS
Heads, Calculate bone paths from heads.TAILS
Tails, Calculate bone paths from tails.
-
bpy.ops.pose.
paths_clear
()¶ Clear path caches for selected bones
-
bpy.ops.pose.
paths_update
()¶ Recalculate paths for bones that already have them
-
bpy.ops.pose.
propagate
(mode='WHILE_HELD', end_frame=250.0)¶ Copy selected aspects of the current pose to subsequent poses already keyframed
Parameters: - mode (enum in ['WHILE_HELD', 'NEXT_KEY', 'LAST_KEY', 'BEFORE_FRAME', 'BEFORE_END', 'SELECTED_KEYS', 'SELECTED_MARKERS'], (optional)) –
Terminate Mode, Method used to determine when to stop propagating pose to keyframes
WHILE_HELD
While Held, Propagate pose to all keyframes after current frame that don’t change (Default behavior).NEXT_KEY
To Next Keyframe, Propagate pose to first keyframe following the current frame only.LAST_KEY
To Last Keyframe, Propagate pose to the last keyframe only (i.e. making action cyclic).BEFORE_FRAME
Before Frame, Propagate pose to all keyframes between current frame and ‘Frame’ property.BEFORE_END
Before Last Keyframe, Propagate pose to all keyframes from current frame until no more are found.SELECTED_KEYS
On Selected Keyframes, Propagate pose to all selected keyframes.SELECTED_MARKERS
On Selected Markers, Propagate pose to all keyframes occurring on frames with Scene Markers after the current frame.
- end_frame (float in [1.17549e-38, inf], (optional)) – End Frame, Frame to stop propagating frames to (for ‘Before Frame’ mode)
- mode (enum in ['WHILE_HELD', 'NEXT_KEY', 'LAST_KEY', 'BEFORE_FRAME', 'BEFORE_END', 'SELECTED_KEYS', 'SELECTED_MARKERS'], (optional)) –
-
bpy.ops.pose.
push
(prev_frame=0, next_frame=0, percentage=0.5)¶ Exaggerate the current pose
Parameters: - prev_frame (int in [-300000, 300000], (optional)) – Previous Keyframe, Frame number of keyframe immediately before the current frame
- next_frame (int in [-300000, 300000], (optional)) – Next Keyframe, Frame number of keyframe immediately after the current frame
- percentage (float in [0, 1], (optional)) – Percentage, Weighting factor for the sliding operation
-
bpy.ops.pose.
quaternions_flip
()¶ Flip quaternion values to achieve desired rotations, while maintaining the same orientations
-
bpy.ops.pose.
relax
(prev_frame=0, next_frame=0, percentage=0.5)¶ Make the current pose more similar to its surrounding ones
Parameters: - prev_frame (int in [-300000, 300000], (optional)) – Previous Keyframe, Frame number of keyframe immediately before the current frame
- next_frame (int in [-300000, 300000], (optional)) – Next Keyframe, Frame number of keyframe immediately after the current frame
- percentage (float in [0, 1], (optional)) – Percentage, Weighting factor for the sliding operation
-
bpy.ops.pose.
reveal
()¶ Unhide all bones that have been tagged to be hidden in Pose Mode
-
bpy.ops.pose.
rot_clear
()¶ Reset rotations of selected bones to their default values
-
bpy.ops.pose.
rotation_mode_set
(type='QUATERNION')¶ Set the rotation representation used by selected bones
Parameters: type (enum in ['QUATERNION', 'XYZ', 'XZY', 'YXZ', 'YZX', 'ZXY', 'ZYX', 'AXIS_ANGLE'], (optional)) – Rotation Mode
QUATERNION
Quaternion (WXYZ), No Gimbal Lock (default).XYZ
XYZ Euler, XYZ Rotation Order (prone to Gimbal Lock).XZY
XZY Euler, XZY Rotation Order (prone to Gimbal Lock).YXZ
YXZ Euler, YXZ Rotation Order (prone to Gimbal Lock).YZX
YZX Euler, YZX Rotation Order (prone to Gimbal Lock).ZXY
ZXY Euler, ZXY Rotation Order (prone to Gimbal Lock).ZYX
ZYX Euler, ZYX Rotation Order (prone to Gimbal Lock).AXIS_ANGLE
Axis Angle, Axis Angle (W+XYZ), defines a rotation around some axis defined by 3D-Vector.
-
bpy.ops.pose.
scale_clear
()¶ Reset scaling of selected bones to their default values
-
bpy.ops.pose.
select_all
(action='TOGGLE')¶ Toggle selection status of all bones
Parameters: action (enum in ['TOGGLE', 'SELECT', 'DESELECT', 'INVERT'], (optional)) – Action, Selection action to execute
TOGGLE
Toggle, Toggle selection for all elements.SELECT
Select, Select all elements.DESELECT
Deselect, Deselect all elements.INVERT
Invert, Invert selection of all elements.
-
bpy.ops.pose.
select_constraint_target
()¶ Select bones used as targets for the currently selected bones
-
bpy.ops.pose.
select_grouped
(extend=False, type='LAYER')¶ Select all visible bones grouped by similar properties
Parameters: - extend (boolean, (optional)) – Extend, Extend selection instead of deselecting everything first
- type (enum in ['LAYER', 'GROUP', 'KEYINGSET'], (optional)) –
Type
LAYER
Layer, Shared layers.GROUP
Group, Shared group.KEYINGSET
Keying Set, All bones affected by active Keying Set.
-
bpy.ops.pose.
select_hierarchy
(direction='PARENT', extend=False)¶ Select immediate parent/children of selected bones
Parameters: - direction (enum in ['PARENT', 'CHILD'], (optional)) – Direction
- extend (boolean, (optional)) – Extend, Extend the selection
-
bpy.ops.pose.
select_linked
(extend=False)¶ Select bones related to selected ones by parent/child relationships
Parameters: extend (boolean, (optional)) – Extend, Extend selection instead of deselecting everything first
-
bpy.ops.pose.
select_mirror
(only_active=False, extend=False)¶ Mirror the bone selection
Parameters: - only_active (boolean, (optional)) – Active Only, Only operate on the active bone
- extend (boolean, (optional)) – Extend, Extend the selection
-
bpy.ops.pose.
select_parent
()¶ Select bones that are parents of the currently selected bones
-
bpy.ops.pose.
transforms_clear
()¶ Reset location, rotation, and scaling of selected bones to their default values
-
bpy.ops.pose.
user_transforms_clear
(only_selected=True)¶ Reset pose on selected bones to keyframed state
Parameters: only_selected (boolean, (optional)) – Only Selected, Only visible/selected bones
-
bpy.ops.pose.
visual_transform_apply
()¶ Apply final constrained position of pose bones to their transform