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Aug 7, 2019 at 2:22 comment added mathmaniage I figured it out, instead of bpy.context.active_object.pose.bones we gotta use bpy.data.objects[<armature_name>].pose.bones
Aug 6, 2019 at 16:56 vote accept mathmaniage
Aug 6, 2019 at 16:55 comment added mathmaniage wow, thanks, that actually worked, but it seems there's no way to get facial deformations in sculpt mode, no particular reason but thought it'd to fun to sculpt deformed faces, because, my script dependent on the current selection of objects, and when I selected the mesh as the active object, the bones were deselected and hence the panel's gone anyways. Do you know any work arounds on that?
Aug 6, 2019 at 15:18 history edited Martynas Žiemys CC BY-SA 4.0
added 81 characters in body
Aug 6, 2019 at 15:08 history answered Martynas Žiemys CC BY-SA 4.0