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 [-500000, 500000], (optional)) – Previous Keyframe, Frame number of keyframe immediately before the current frame
  • next_frame (int in [-500000, 500000], (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', 'TRANSFORM_CACHE', '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.
  • TRANSFORM_CACHE Transform Cache, Look up the transformation matrix from an external file.
  • 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', 'TRANSFORM_CACHE', '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.
  • TRANSFORM_CACHE Transform Cache, Look up the transformation matrix from an external file.
  • 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 the active Bone Group towards
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 [-500000, 500000], (optional)) – Start, First frame to calculate bone paths on
  • end_frame (int in [-500000, 500000], (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(only_selected=False)

Clear path caches for all bones, hold Shift key for selected bones only

Parameters:only_selected (boolean, (optional)) – Only Selected, Only clear paths from 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)
bpy.ops.pose.push(prev_frame=0, next_frame=0, percentage=0.5)

Exaggerate the current pose

Parameters:
  • prev_frame (int in [-500000, 500000], (optional)) – Previous Keyframe, Frame number of keyframe immediately before the current frame
  • next_frame (int in [-500000, 500000], (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 [-500000, 500000], (optional)) – Previous Keyframe, Frame number of keyframe immediately before the current frame
  • next_frame (int in [-500000, 500000], (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