What bones does "Add New Pose" operator store in Pose Library ?

I am animating with "Blenrig" Character Vincent and it has lots and lots of bones. When I try to store poses it creates keyframes for all the bones whether hidden and in the same layer or even if the whole layer is hiden. Which makes it very heavy. And takes a lot of time while storing each pose.

So I needed clarity on how does "Add New Pose" operator function?

Is there a way to only store keyframes of only selected bones in poseLib?

I even tested it creating a test case added an armature with 3 bones

  1. Created a PoseLib
  2. Selected one Bone

Selected one Bone

  1. Added a New Pose

Added a New Pose

  1. In the Action Editor All the Three bones are keyed

In the Action Editor All the Three bones are keyed

  • $\begingroup$ Did you try selecting JUST those bones you want to record? That's the normal way to do it with PoseLib. Explain how you're saving your poses. What steps are you taking? $\endgroup$ Jul 4, 2016 at 20:34
  • $\begingroup$ Yes i did try by selecting few bones. But it keys all the bones. $\endgroup$
    – ashwin
    Jul 5, 2016 at 5:07
  • $\begingroup$ You must have done more than "selecting few bones". More details would help. $\endgroup$ Jul 5, 2016 at 7:28
  • $\begingroup$ Please check the question i added screen shots of test i conducted $\endgroup$
    – ashwin
    Jul 5, 2016 at 12:36
  • $\begingroup$ You can just delete those extra channels in the Action editor by clicking on them and then hitting delete. By default, Blender saves every Loc/Rot/Scale value for every object you keyframe. If you open the sub-list for that one bone you want to keyframe, you'll see that there are actually 10 channels being keyed. You can refine the keyframes even further by selectively keyframing ONLY the channels you want, or deleting the excess ones here. Just be careful that you don't accidentally delete ones that are involved in the pose. $\endgroup$ Jul 5, 2016 at 23:54

1 Answer 1


pose library won't save positions of bones with DEF in the beginning of their name. You could try that for a basic ignoring of specific bones.

Or to disable bones in a keyframes From: https://www.blender.org/forum/viewtopic.php?p=107151&sid=ad277a6cd901c3e716346e1bdd51c371#p107151 "Mute the Bone's animation channels in F-Curve Editor and change frame to update 3d view:"

The only other way I can think of is to use a script which grabs all of the keyframes and allows you to modify only parts of that script before being run again.

I suggest you look into scripting and start with some of the codes here: How to get keyframe data from python?

  • $\begingroup$ Thanks though your answer partially helps. It does not solve the problem. What i am looking at is not adding keyframe to poseLib of which are not selected. All the bones here are control bone and not Deformation bones. So within 2000 of control bones can just add selected 100 bones keys to poseLib? $\endgroup$
    – ashwin
    Nov 5, 2017 at 14:19
  • $\begingroup$ Try that. get keyframes and set as X rotate 2nd keyframe and set as X1 run armature as X #this'll be the far trickier part. conform to run armature as X1 I am in a similar situation. $\endgroup$
    – Frederick
    Nov 5, 2017 at 15:20

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