Armature(ID)¶
base classes — bpy_struct
, ID
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class
bpy.types.
Armature
(ID)¶ Armature data-block containing a hierarchy of bones, usually used for rigging characters
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bones
¶ Type: ArmatureBones
bpy_prop_collection
ofBone
, (readonly)
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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’
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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’
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edit_bones
¶ Type: ArmatureEditBones
bpy_prop_collection
ofEditBone
, (readonly)
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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
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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
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ghost_size
¶ Frame step for Ghosts (not for ‘On Keyframes’ Onion-skinning method)
Type: int in [1, 20], default 0
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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
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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’
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is_editmode
¶ True when used in editmode
Type: boolean, default False, (readonly)
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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)
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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)
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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’
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show_axes
¶ Draw bone axes
Type: boolean, default False
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show_bone_custom_shapes
¶ Draw bones with their custom shapes
Type: boolean, default False
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show_group_colors
¶ Draw bone group colors
Type: boolean, default False
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show_names
¶ Draw bone names
Type: boolean, default False
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show_only_ghost_selected
¶ Type: boolean, default False
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use_auto_ik
¶ Add temporary IK constraints while grabbing bones in Pose Mode
Type: boolean, default False
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use_deform_delay
¶ Don’t deform children when manipulating bones in Pose Mode
Type: boolean, default False
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use_mirror_x
¶ Apply changes to matching bone on opposite side of X-Axis
Type: boolean, default False
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transform
(matrix)¶ Transform armature bones by a matrix
Parameters: matrix (float array of 16 items in [-inf, inf]) – Matrix
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Inherited Properties
Inherited Functions
References