This command is used to create character poses.
Long name (short name) | Argument Types | Properties | |
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allPoses (ap) | bool | ||
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apply (a) | bool | ||
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name (n) | unicode | ||
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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 )