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MHX_operators
bpy.ops.mhx.clear_animation(startFrame = 1, endFrame = 250, clearLeftArmFK = False, clearRightArmFK = False, clearLeftArmIK = False, clearRightArmIK = False, clearLeftLegFK = False, clearRightLegFK = False, clearLeftLegIK = False, clearRightLegIK = False, clearSpineFK = False, clearSpineIK = False, useEntireAnimation = True)
Clear Animation For FK or IK Bones
** Parameters: **
Use import_daz.setSelection(list_of_False) to specify input False.
- startFrame (int) - Starting frame for the animation
- endFrame (int) - Last frame for the animation
- clearLeftArmFK (boolean) - Clear Left Arm FK animation
- clearRightArmFK (boolean) - Clear Right Arm FK animation
- clearLeftArmIK (boolean) - Clear Left Arm IK animation
- clearRightArmIK (boolean) - Clear Right Arm IK animation
- clearLeftLegFK (boolean) - Clear Left Leg FK animation
- clearRightLegFK (boolean) - Clear Right Leg FK animation
- clearLeftLegIK (boolean) - Clear Left Leg IK animation
- clearRightLegIK (boolean) - Clear Right Leg IK animation
- clearSpineFK (boolean) - Clear Spine FK animation
- clearSpineIK (boolean) - Clear Spine IK animation
- useEntireAnimation (boolean) - Remove entire animation rather than a frame range
bpy.ops.mhx.clear_face()
Clear pose for face bones
bpy.ops.mhx.clear_feet()
Clear pose for feet and toes
bpy.ops.mhx.clear_fingers()
Clear pose for fingers
bpy.ops.mhx.clear_ik_twist_bones()
Clear IK twist bones
bpy.ops.mhx.clear_tongue()
Clear pose for tongue
bpy.ops.mhx.constrain_feet()
Add aggressive constraints to the feet
bpy.ops.mhx.convert_mhx_actions(direction = 'MODERN')
Convert actions between legacy MHX (root/hips) and modern MHX (hip/pelvis)
** Parameters: **
Use import_daz.setSelection(list_of_False) to specify input False.
- direction (enum in ['MODERN', 'LEGACY']) - Direction
bpy.ops.mhx.disable_all_layers()
(undocumented operator)
bpy.ops.mhx.enable_all_layers()
(undocumented operator)
bpy.ops.mhx.enforce_all_limits(startFrame = 1, endFrame = 250)
Keep all channels within limits for active action
** Parameters: **
Use import_daz.setSelection(list_of_False) to specify input False.
- startFrame (int) - Starting frame for the animation
- endFrame (int) - Last frame for the animation
bpy.ops.mhx.enforce_limits()
Keep all channels within limits
bpy.ops.mhx.error()
(undocumented operator)
bpy.ops.mhx.floor_fk_feet(startFrame = 1, endFrame = 250, useLeft = True, useRight = True, useHips = True, useMarkers = True)
Keep FK Feet Above Zero Plane
** Parameters: **
Use import_daz.setSelection(list_of_False) to specify input False.
- startFrame (int) - Starting frame for the animation
- endFrame (int) - Last frame for the animation
- useLeft (boolean) - Keep left foot above floor
- useRight (boolean) - Keep right foot above floor
- useHips (boolean) - Also adjust character COM when keeping feet above floor
- useMarkers (boolean) - Use markers to determine foot location
bpy.ops.mhx.floor_ik_feet(startFrame = 1, endFrame = 250, useLeft = True, useRight = True, useHips = True, useMarkers = True, useGlue = True, easeInOut = 3)
Keep IK Feet Above Zero Plane
** Parameters: **
Use import_daz.setSelection(list_of_False) to specify input False.
- startFrame (int) - Starting frame for the animation
- endFrame (int) - Last frame for the animation
- useLeft (boolean) - Keep left foot above floor
- useRight (boolean) - Keep right foot above floor
- useHips (boolean) - Also adjust character COM when keeping feet above floor
- useMarkers (boolean) - Use markers to determine foot location
- useGlue (boolean) - Remove movement of IK effector on shifted frames
- easeInOut (int) - Ease In/Out
bpy.ops.mhx.limbs_bend_positive(useElbows = True, useKnees = True, useBendPositive = True, startFrame = 1, endFrame = 250)
Ensure that limbs' X rotation is positive.
** Parameters: **
Use import_daz.setSelection(list_of_False) to specify input False.
- useElbows (boolean) - Keep elbow bending positive
- useKnees (boolean) - Keep knee bending positive
- useBendPositive (boolean) - Ensure that elbow and knee bending is positive
- startFrame (int) - Starting frame for the animation
- endFrame (int) - Last frame for the animation
bpy.ops.mhx.message()
(undocumented operator)
bpy.ops.mhx.remove_unused_fcurves()
Remove unused f-curves
bpy.ops.mhx.set_fk_all()
Set all limbs to FK
bpy.ops.mhx.set_ik_all()
Set all limbs to IK
bpy.ops.mhx.shift_animation(startFrame = 1, endFrame = 250)
Shift the animation globally for selected boens
** Parameters: **
Use import_daz.setSelection(list_of_False) to specify input False.
- startFrame (int) - Starting frame for the animation
- endFrame (int) - Last frame for the animation
bpy.ops.mhx.snap_fingers(suffix = "")
Snap finger links
** Parameters: **
Use import_daz.setSelection(list_of_False) to specify input False.
- suffix (string) - suffix
bpy.ops.mhx.snap_fk_all()
Snap all FK limbs to the pose of IK limbs
bpy.ops.mhx.snap_fk_left_arm()
Snap the left FK arm to the pose of the left IK arm
bpy.ops.mhx.snap_fk_left_leg()
Snap the left FK leg to the pose of the left IK leg
bpy.ops.mhx.snap_fk_right_arm()
Snap the right FK arm to the pose of the right IK arm
bpy.ops.mhx.snap_fk_right_leg()
Snap the right FK leg to the pose of the right IK leg
bpy.ops.mhx.snap_ik_all(useRotation = True)
Snap all IK limbs to the pose of FK limbs
** Parameters: **
Use import_daz.setSelection(list_of_False) to specify input False.
- useRotation (boolean) - Also match IK effector rotation. Suitable for hand animation
bpy.ops.mhx.snap_ik_left_arm()
Snap the left IK arm to the pose of the left FK arm
bpy.ops.mhx.snap_ik_left_leg(useRotation = True)
Snap the left IK leg to the pose of the left FK leg
** Parameters: **
Use import_daz.setSelection(list_of_False) to specify input False.
- useRotation (boolean) - Also match IK effector rotation. Suitable for hand animation
bpy.ops.mhx.snap_ik_right_arm()
Snap the right IK arm to the pose of the right FK arm
bpy.ops.mhx.snap_ik_right_leg(useRotation = True)
Snap the right IK leg to the pose of the right FK leg
** Parameters: **
Use import_daz.setSelection(list_of_False) to specify input False.
- useRotation (boolean) - Also match IK effector rotation. Suitable for hand animation
bpy.ops.mhx.snap_reverse(prop = "", value = 0.000, bonename = "", revname = "", fk = "", ik = "")
Snap bone to reversed bone
** Parameters: **
Use import_daz.setSelection(list_of_False) to specify input False.
- prop (string) - prop
- value (float) - value
- bonename (string) - bonename
- revname (string) - revname
- fk (string) - fk
- ik (string) - ik
bpy.ops.mhx.snap_shaft()
Snap the shaft links and clear the shaft bone
bpy.ops.mhx.snap_spine()
Snap the spine bones and clear the back bone
bpy.ops.mhx.snap_tongue()
Snap the tongue links and clear the tongue bone
bpy.ops.mhx.toggle_fkik_left_arm()
Toggle left arm FK - IK
bpy.ops.mhx.toggle_fkik_left_leg()
Toggle left leg FK - IK
bpy.ops.mhx.toggle_fkik_right_arm()
Toggle right arm FK - IK
bpy.ops.mhx.toggle_fkik_right_leg()
Toggle right leg FK - IK
bpy.ops.mhx.toggle_left_toe_tarsal()
Toggle left small toes parent (toe or tarsal bone)
bpy.ops.mhx.toggle_limits()
Toggle limit constraints (location, rotation, scale)
bpy.ops.mhx.toggle_right_toe_tarsal()
Toggle right small toes parent (toe or tarsal bone)
bpy.ops.mhx.transfer_to_fk(useElbows = True, useKnees = True, useBendPositive = True, startFrame = 1, endFrame = 250, useRotation = True, useLeftArm = False, useRightArm = False, useLeftLeg = True, useRightLeg = True, useSpine = False)
Transfer IK animation to FK bones
** Parameters: **
Use import_daz.setSelection(list_of_False) to specify input False.
- useElbows (boolean) - Keep elbow bending positive
- useKnees (boolean) - Keep knee bending positive
- useBendPositive (boolean) - Ensure that elbow and knee bending is positive
- startFrame (int) - Starting frame for the animation
- endFrame (int) - Last frame for the animation
- useRotation (boolean) - Also match IK effector rotation. Suitable for hand animation
- useLeftArm (boolean) - Include left arm in FK/IK snapping
- useRightArm (boolean) - Include right arm in FK/IK snapping
- useLeftLeg (boolean) - Include left arm in FK/IK snapping
- useRightLeg (boolean) - Include right arm in FK/IK snapping
- useSpine (boolean) - Include spine in FK/IK snapping
bpy.ops.mhx.transfer_to_ik(startFrame = 1, endFrame = 250, useRotation = True, useLeftArm = False, useRightArm = False, useLeftLeg = True, useRightLeg = True, useSpine = False, useApproximate = True)
Transfer FK animation to IK bones
** Parameters: **
Use import_daz.setSelection(list_of_False) to specify input False.
- startFrame (int) - Starting frame for the animation
- endFrame (int) - Last frame for the animation
- useRotation (boolean) - Also match IK effector rotation. Suitable for hand animation
- useLeftArm (boolean) - Include left arm in FK/IK snapping
- useRightArm (boolean) - Include right arm in FK/IK snapping
- useLeftLeg (boolean) - Include left arm in FK/IK snapping
- useRightLeg (boolean) - Include right arm in FK/IK snapping
- useSpine (boolean) - Include spine in FK/IK snapping
- useApproximate (boolean) - Approximate snapping which does not involve the IK twist bones
bpy.ops.mhx.transfer_to_links(startFrame = 1, endFrame = 250, useSpine = True, useFingers = False, useTongue = False)
Transfer animation to link bones
** Parameters: **
Use import_daz.setSelection(list_of_False) to specify input False.
- startFrame (int) - Starting frame for the animation
- endFrame (int) - Last frame for the animation
- useSpine (boolean) - Include spine in snapping
- useFingers (boolean) - Include fingers in snapping
- useTongue (boolean) - Include tongue in snapping
bpy.ops.mhx.unhinge(limb = "", suffix = "")
Remove hinges
** Parameters: **
Use import_daz.setSelection(list_of_False) to specify input False.
- limb (string) - limb
- suffix (string) - suffix
bpy.ops.mhx.update_elbow_knee_parents()
Update parents of the elbow and knee pole targets
bpy.ops.mhx.update_mhx()
(undocumented operator)
bpy.ops.mhx.update_mhx_animation()
Update MHX animation
bpy.ops.mhx.update_mhx_blender4()
(undocumented operator)