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

Inherited Functions

References