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-# Blender.Armature module and the Armature PyType object
-
-"""
-The Blender.Armature submodule.
-
-Armature
-========
-
-This module provides access to B{Armature} objects in Blender. These are
-"skeletons", used to deform and animate other objects -- meshes, for
-example.
-
-Example::
- import Blender
- from Blender import Armature
- from Blender.Mathutils import *
- #
- arms = Armature.Get()
- for arm in arms.values():
- arm.drawType = Armature.STICK #set the draw type
- arm.makeEditable() #enter editmode
-
- #generating new editbone
- eb = Armature.Editbone()
- eb.roll = 10
- eb.parent = arm.bones['Bone.003']
- eb.head = Vector(1,1,1)
- eb.tail = Vector(0,0,1)
- eb.options = [Armature.HINGE, Armature.CONNECTED]
-
- #add the bone
- arm.bones['myNewBone'] = eb
-
- #delete an old bone
- del arm.bones['Bone.002']
-
- arm.update() #save changes
-
- for bone in arm.bones.values():
- #print bone.matrix['ARMATURESPACE']
- print bone.parent, bone.name
- print bone.children, bone.name
- print bone.options, bone.name
-
-
-Example::
- # Adds empties for every bone in the selected armature, an example of getting worldspace locations for bones.
- from Blender import *
- def test_arm():
- scn= Scene.GetCurrent()
- arm_ob= scn.objects.active
-
- if not arm_ob or arm_ob.type != 'Armature':
- Draw.PupMenu('not an armature object')
- return
-
- # Deselect all
- for ob in scn.objects:
- if ob != arm_ob:
- ob.sel= 0
-
- arm_mat= arm_ob.matrixWorld
-
- arm_data= arm_ob.getData()
-
- bones= arm_data.bones.values()
- for bone in bones:
- bone_mat= bone.matrix['ARMATURESPACE']
- bone_mat_world= bone_mat*arm_mat
-
- ob_empty= scn.objects.new('Empty')
- ob_empty.setMatrix(bone_mat_world)
-
- test_arm()
-
-@var CONNECTED: Connect this bone to parent
-@type CONNECTED: Constant
-@var HINGE: Don't inherit rotation or scale from parent
-@type HINGE: Constant
-@var NO_DEFORM: If bone will not deform geometry
-@type NO_DEFORM: Constant
-@var MULTIPLY: Multiply bone with vertex group
-@type MULTIPLY: Constant
-@var HIDDEN_EDIT: Bone is hidden in editmode
-@type HIDDEN_EDIT: Constant
-@var ROOT_SELECTED: Root of the Bone is selected
-@type ROOT_SELECTED: Constant
-@var BONE_SELECTED: Bone is selected
-@type BONE_SELECTED: Constant
-@var TIP_SELECTED: Tip of the Bone is selected
-@type TIP_SELECTED: Constant
-@var OCTAHEDRON: Bones drawn as octahedrons
-@type OCTAHEDRON: Constant
-@var STICK: Bones drawn as a line
-@type STICK: Constant
-@var BBONE: Bones draw as a segmented B-spline
-@type BBONE: Constant
-@var ENVELOPE: Bones draw as a stick with envelope influence
-@type ENVELOPE: Constant
-"""
-
-def Get (name = None):
- """
- Get the Armature object(s) from Blender.
- @type name: string, nothing, or list of strings
- @param name: The string name of an armature.
- @rtype: Blender Armature or a list of Blender Armatures
- @return: It depends on the I{name} parameter:
- - (name): The Armature object with the given I{name};
- - (name, name, ...): A list of Armature objects
- - (): A list with all Armature objects in the current scene.
- @warning: In versions 2.42 and earlier, a string argument for an armature
- that doesn't exist will return None. Later versions raise a Value error.
- """
-
-def New (name = None):
- """
- Return a new armature.
- @type name: string or nothing
- @param name: The string name of the new armature.
- @rtype: Blender Armature.
- @return: A new armature.
- """
-
-class Armature:
- """
- The Armature object
- ===================
- This object gives access to Armature-specific data in Blender.
- @ivar bones: A Dictionary of Bones (BonesDict) that make up this armature.
- @type bones: BonesDict Object
- @ivar vertexGroups: Whether vertex groups define deformation
- @type vertexGroups: Bool
- @ivar envelopes: Whether bone envelopes define deformation
- @type envelopes: Bool
- @ivar restPosition: Show rest position (no posing possible)
- @type restPosition: Bool
- @ivar delayDeform: Don't deform children when manipulating bones
- @type delayDeform: Bool
- @ivar drawAxes: Draw bone axes
- @type drawAxes: Bool
- @ivar drawNames: Draw bone names
- @type drawNames: Bool
- @ivar ghost: Draw ghosts around frame for current Action
- @type ghost: Bool
- @ivar ghostStep: Number of frames between ghosts
- @type ghostStep: Int
- @ivar drawType: The drawing type that is used to display the armature
- Acceptable values are:
- - Armature.OCTAHEDRON: bones drawn as octahedrons
- - Armature.STICK: bones drawn as sticks
- - Armature.BBONE: bones drawn as b-bones
- - Armature.ENVELOPE: bones drawn as sticks with envelopes
- @type drawType: Constant Object
- @ivar mirrorEdit: X-axis mirrored editing
- @type mirrorEdit: Bool
- @ivar autoIK: Adds temporary IK chains while grabbing bones
- @type autoIK: Bool
- @ivar layerMask: Layer bitmask
- Example::
- # set armature to layers 14 and 16
- armature.layerMask = (1<<13) + (1<<15)
- @type layerMask: Int
- """
-
- def __init__(name = 'myArmature'):
- """
- Initializer for the Armature TypeObject.
- Example::
- myNewArmature = Blender.Armature.Armature('AR_1')
- @param name: The name for the new armature
- @type name: string
- @return: New Armature Object
- @rtype: Armature Object
- """
-
- def makeEditable():
- """
- Put the armature into EditMode for editing purposes. (Enters Editmode)
- @warning: Using Window.Editmode() to switch the editmode manually will cause problems and possibly even crash Blender.
- @warning: This is only needed for operations such as adding and removing bones.
- @warning: Do access pose data until you have called update() or settings will be lost.
- @warning: The armature should not be in manual editmode
- prior to calling this method. The armature must be parented
- to an object prior to editing.
- @rtype: None
- """
-
- def update():
- """
- Save all changes and update the armature. (Leaves Editmode)
- @note: Must have called makeEditable() first.
- @rtype: None
- """
-
-import id_generics
-Armature.__doc__ += id_generics.attributes
-
-class BonesDict:
- """
- The BonesDict object
- ====================
- This object gives gives dictionary like access to the bones in an armature.
- It is internal to blender but is called as 'Armature.bones'
-
- Removing a bone:
- Example::
- del myArmature.bones['bone_name']
- Adding a bone:
- Example::
- myEditBone = Armature.Editbone()
- myArmature.bones['bone_name'] = myEditBone
- """
-
- def items():
- """
- Return the key, value pairs in this dictionary
- @rtype: string, BPy_bone
- @return: All strings, and py_bones in the armature (in that order)
- """
-
- def keys():
- """
- Return the keys in this dictionary
- @rtype: string
- @return: All strings representing the bone names
- """
-
- def values():
- """
- Return the values in this dictionary
- @rtype: BPy_bone
- @return: All BPy_bones in this dictionary
- """
-
-class Bone:
- """
- The Bone object
- ===============
- This object gives access to Bone-specific data in Blender. This object
- cannot be instantiated but is returned by BonesDict when the armature is not in editmode.
- @ivar name: The name of this Bone.
- @type name: String
- @ivar roll: This Bone's roll value.
- Keys are:
- - 'ARMATURESPACE' - this roll in relation to the armature
- - 'BONESPACE' - the roll in relation to itself
- @type roll: Dictionary
- @ivar head: This Bone's "head" ending position when in rest state.
- Keys are:
- - 'ARMATURESPACE' - this head position in relation to the armature
- - 'BONESPACE' - the head position in relation to itself.
- @type head: Dictionary
- @ivar tail: This Bone's "tail" ending position when in rest state.
- Keys are:
- - 'ARMATURESPACE' - this tail position in relation to the armature
- - 'BONESPACE' - the tail position in relation to itself
- @type tail: Dictionary
- @ivar matrix: This Bone's matrix. This cannot be set.
- Keys are:
- - 'ARMATURESPACE' - this matrix of the bone in relation to the armature
- - 'BONESPACE' - the matrix of the bone in relation to itself
- @type matrix: Matrix Object
- @ivar parent: The parent Bone.
- @type parent: Bone Object
- @ivar children: The children directly attached to this bone.
- @type children: List of Bone Objects
- @ivar weight: The bone's weight.
- @type weight: Float
- @ivar options: Various bone options which can be:
- - Armature.CONNECTED: IK to parent
- - Armature.HINGE: No parent rotation or scaling
- - Armature.NO_DEFORM: The bone does not deform geometry
- - Armature.MULTIPLY: Multiply vgroups by envelope
- - Armature.HIDDEN_EDIT: Hide bones in editmode
- - Armature.ROOT_SELECTED: Selection of root ball of bone
- - Armature.BONE_SELECTED: Selection of bone
- - Armature.TIP_SELECTED: Selection of tip ball of bone
- @type options: List of Constants
- @ivar subdivision: The number of bone subdivisions.
- @type subdivision: Int
- @ivar deformDist: The deform distance of the bone
- @type deformDist: Float
- @ivar length: The length of the bone. This cannot be set.
- @type length: Float
- @ivar headRadius: The radius of this bones head (used for envalope bones)
- @type headRadius: Float
- @ivar tailRadius: The radius of this bones head (used for envalope bones)
- @type tailRadius: Float
- @ivar layerMask: Layer bitmask
- Example::
- # set bone to layers 14 and 16
- bone.layerMask = (1<<13) + (1<<15)
- @type layerMask: Int
- """
-
- def hasParent():
- """
- Whether or not this bone has a parent
- @rtype: Bool
- """
-
- def hasChildren():
- """
- Whether or not this bone has children
- @rtype: Bool
- """
-
- def getAllChildren():
- """
- Gets all the children under this bone including the children's children.
- @rtype: List of Bone object
- @return: all bones under this one
- """
-
-class Editbone:
- """
- The Editbone Object
- ===================
- This object is a wrapper for editbone data and is used only in the manipulation
- of the armature in editmode.
- @ivar name: The name of this Bone.
- @type name: String
- @ivar roll: This Bone's roll value (armaturespace).
- @type roll: Float
- @ivar head: This Bone's "head" ending position when in rest state (armaturespace).
- @type head: Vector Object
- @ivar tail: This Bone's "tail" ending position when in rest state (armaturespace).
- @type tail: Vector Object
- @ivar matrix: This Bone's matrix. (armaturespace)
- @type matrix: Matrix Object
- @ivar parent: The parent Bone.
- @type parent: Editbone Object
- @ivar weight: The bone's weight.
- @type weight: Float
- @ivar options: Various bone options which can be:
- - Armature.CONNECTED: IK to parent
- - Armature.HINGE: No parent rotation or scaling
- - Armature.NO_DEFORM: The bone does not deform geometry
- - Armature.MULTIPLY: Multiply vgroups by envelope
- - Armature.HIDDEN_EDIT: Hide bones in editmode
- - Armature.ROOT_SELECTED: Selection of root ball of bone
- - Armature.BONE_SELECTED: Selection of bone
- - Armature.TIP_SELECTED: Selection of tip ball of bone
- @type options: List of Constants
- @ivar subdivision: The number of bone subdivisions.
- @type subdivision: Int
- @ivar deformDist: The deform distance of the bone
- @type deformDist: Float
- @ivar length: The length of the bone. This cannot be set.
- @type length: Float
- @ivar headRadius: The radius of this bones head (used for envalope bones)
- @type headRadius: Float
- @ivar tailRadius: The radius of this bones head (used for envalope bones)
- @type tailRadius: Float
- """
-
- def hasParent():
- """
- Whether or not this bone has a parent
- @rtype: Bool
- """
-
- def clearParent():
- """
- Set the parent to None
- @rtype: None
- """