Search Results
Search type | Search syntax |
---|---|
Tags | [tag] |
Exact | "words here" |
Author |
user:1234 user:me (yours) |
Score |
score:3 (3+) score:0 (none) |
Answers |
answers:3 (3+) answers:0 (none) isaccepted:yes hasaccepted:no inquestion:1234 |
Views | views:250 |
Code | code:"if (foo != bar)" |
Sections |
title:apples body:"apples oranges" |
URL | url:"*.example.com" |
Saves | in:saves |
Status |
closed:yes duplicate:no migrated:no wiki:no |
Types |
is:question is:answer |
Exclude |
-[tag] -apples |
For more details on advanced search visit our help page |
Bones are the individual sections of an armature that are used to deform the mesh. Bones act like other objects (they have properties and can have constraints) but are invisible in the render.
3
votes
Get the location in world coordinates of a bone's head and tail while in pose mode
The answer by @David does not look okay to me. I might be wrong.
The context.active_pose_bone.tail gives us location with respect to the parent bone.
The context.active_pose_bone.tail_local will giv …
0
votes
Reset Rotation , Translation and Scale of bones through Script
One of the solution is to
go in pose mode
select all bones
clear transforms using bpy.ops.clear_transform()
Note: using ops, we need to take care of context. …
1
vote
Move Bone Tail to a certain location
# #Get the bones and transformation due to the constraint
# bones = [b for b in BoneAndParents( bone )]
# transformations = [b.matrix.copy() for b in bones]
# # Assign transformation
# for b, t in zip … ( bones, transformations ):
# b.matrix = t …