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Diffstat (limited to 'source/blender/python/api2_2x/doc/Armature.py')
-rw-r--r-- | source/blender/python/api2_2x/doc/Armature.py | 381 |
1 files changed, 0 insertions, 381 deletions
diff --git a/source/blender/python/api2_2x/doc/Armature.py b/source/blender/python/api2_2x/doc/Armature.py deleted file mode 100644 index 9aceb0105e3..00000000000 --- a/source/blender/python/api2_2x/doc/Armature.py +++ /dev/null @@ -1,381 +0,0 @@ -# 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 LOCKED_EDIT: Prevents the bone from being transformed in editmode -@type LOCKED_EDIT: 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 - """ - def copy(): - """ - Return a copy of this armature. - @rtype: Armature - """ - def __copy__(): - """ - Return a copy of this armature. - @rtype: Armature - """ - -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 - - Armature.LOCKED_EDIT: Prevents the bone from being transformed in editmode - @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 - """ |