pymel.core.animation.pose¶
- pose(*args, **kwargs)¶
This command is used to create character poses.
Flags:
Long Name / Short Name Argument Types Properties allPoses / ap bool This flag is used to query all the poses in the scene. apply / a bool This flag is used in conjunction with the name flag to specify a pose should be applied to the character. name / n unicode In create mode, specify the pose name. In query mode, return a list of all the poses for the character. In apply mode, specify the pose to be applied. Flag can have multiple arguments, passed either as a tuple or a list. Derived from mel command maya.cmds.pose
Example:
import pymel.core as pm # First, create a character to hold the pose. The character will be # a 3-bone skeleton named "arm". # pm.select( d=True ) pm.joint( p=(0, 0, 0) ) # Result: nt.Joint(u'joint1') # pm.joint( p=(0, 4, 0) ) # Result: nt.Joint(u'joint2') # pm.joint( 'joint1', e=True, zso=True, oj='xyz' ) # Result: nt.Joint(u'joint2') # pm.joint( p=(0, 8, -1) ) # Result: nt.Joint(u'joint3') # pm.joint( 'joint2', e=True, zso=True, oj='xyz' ) # Result: nt.Joint(u'joint3') # pm.joint( p=(0, 9, -2) ) # Result: nt.Joint(u'joint4') # pm.joint( 'joint3', e=True, zso=True, oj='xyz' ) # Result: nt.Joint(u'joint4') # pm.select( 'joint2', 'joint3', 'joint1', r=True ) pm.character( name='arm' ) # Result: nt.Character(u'arm') # # Create a pose for the current joint position named "handWave" # pm.pose( 'arm', name='handWave' ) # Result: u'handWave' # # Query the existing poses # pm.pose( 'arm', query=True, n=True ) # Result: [u'handWave'] # # Restore the pose onto the character # pm.pose( 'arm', name='handWave', apply=True )