pymel.core.animation.pose

static animation.pose(*args, **kwargs)

This command is used to create character poses.

Flags:
Long name (short name) Argument Types Properties
allPoses (ap) bool ../../../_images/query.gif
 
This flag is used to query all the poses in the scene. Flag can have multiple arguments, passed either as a tuple or a list.
apply (a) bool ../../../_images/create.gif
 
This flag is used in conjunction with the name flag to specify a pose should be applied to the character.
name (n) unicode ../../../_images/create.gif ../../../_images/query.gif
 
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.

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 )

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