tab -> spaces

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2011-11-18 04:55:43 +00:00
parent e9be8b4a0a
commit c6c6a3578b

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@@ -147,7 +147,7 @@ Armature Bones in Blender have three distinct data structures that contain them.
.. note::
In the following examples ``bpy.context.object`` is assumed to be an armature object.
In the following examples ``bpy.context.object`` is assumed to be an armature object.
Edit Bones
@@ -163,11 +163,11 @@ This is only possible in edit mode.
This will be empty outside of editmode.
>>> mybones = bpy.context.selected_editable_bones
>>> mybones = bpy.context.selected_editable_bones
Returns an editbone only in edit mode.
>>> bpy.context.active_bone
>>> bpy.context.active_bone
Bones (Object Mode)
@@ -179,15 +179,15 @@ Example using :class:`bpy.types.Bone` in object or pose mode:
Returns a bone (not an editbone) outside of edit mode
>>> bpy.context.active_bone
>>> bpy.context.active_bone
This works, as with blender the setting can be edited in any mode
>>> bpy.context.object.data.bones["Bone"].use_deform = True
>>> bpy.context.object.data.bones["Bone"].use_deform = True
Accessible but read-only
>>> tail = myobj.data.bones["Bone"].tail
>>> tail = myobj.data.bones["Bone"].tail
Pose Bones
@@ -199,20 +199,20 @@ Examples using :class:`bpy.types.PoseBone` in object or pose mode:
.. code-block:: python
# Gets the name of the first constraint (if it exists)
bpy.context.object.pose.bones["Bone"].constraints[0].name
# Gets the name of the first constraint (if it exists)
bpy.context.object.pose.bones["Bone"].constraints[0].name
# Gets the last selected pose bone (pose mode only)
bpy.context.active_pose_bone
# Gets the last selected pose bone (pose mode only)
bpy.context.active_pose_bone
.. note::
Notice the pose is accessed from the object rather than the object data, this is why blender can have 2 or more objects sharing the same armature in different poses.
Notice the pose is accessed from the object rather than the object data, this is why blender can have 2 or more objects sharing the same armature in different poses.
.. note::
Strictly speaking PoseBone's are not bones, they are just the state of the armature, stored in the :class:`bpy.types.Object` rather than the :class:`bpy.types.Armature`, the real bones are however accessible from the pose bones - :class:`bpy.types.PoseBone.bone`
Strictly speaking PoseBone's are not bones, they are just the state of the armature, stored in the :class:`bpy.types.Object` rather than the :class:`bpy.types.Armature`, the real bones are however accessible from the pose bones - :class:`bpy.types.PoseBone.bone`
Armature Mode Switching
@@ -236,20 +236,20 @@ This can cause bugs when you add some data (normally imported) and then referenc
.. code-block:: python
bpy.data.meshes.new(name=meshid)
# normally some code, function calls...
bpy.data.meshes[meshid]
bpy.data.meshes.new(name=meshid)
# normally some code, function calls...
bpy.data.meshes[meshid]
Or with name assignment...
.. code-block:: python
obj.name = objname
# normally some code, function calls...
obj = bpy.data.meshes[objname]
obj.name = objname
# normally some code, function calls...
obj = bpy.data.meshes[objname]
Data names may not match the assigned values if they exceed the maximum length, are already used or an empty string.
@@ -262,16 +262,16 @@ If you do need to use name references, its best to use a dictionary to maintain
.. code-block:: python
# typically declared in the main body of the function.
mesh_name_mapping = {}
mesh = bpy.data.meshes.new(name=meshid)
mesh_name_mapping[meshid] = mesh
# normally some code, or function calls...
# use own dictionary rather then bpy.data
mesh = mesh_name_mapping[meshid]
# typically declared in the main body of the function.
mesh_name_mapping = {}
mesh = bpy.data.meshes.new(name=meshid)
mesh_name_mapping[meshid] = mesh
# normally some code, or function calls...
# use own dictionary rather then bpy.data
mesh = mesh_name_mapping[meshid]
Library Collisions