# not public
pose = fbxArm.blenObject.pose
# pose = fbxArm.blenObject.getPose()
- self.__pose_bone = pose.pose_channels[self.blenName]
-# self.__pose_bone = pose.bones[self.blenName]
+ self.__pose_bone = pose.bones[self.blenName]
# store a list if matricies here, (poseMatrix, head, tail)
# {frame:posematrix, frame:posematrix, ...}
bpy.ops.object.mode_set(mode='POSE', toggle=False)
pose= arm_ob.pose
- pose_bones= pose.pose_channels
+ pose_bones= pose.bones
if ROT_STYLE=='NATIVE':
col.itemR(bone, "locked")
else:
- pchan = ob.pose.pose_channels[context.bone.name]
+ pchan = ob.pose.bones[context.bone.name]
if col2:
row = layout.row()
ob = context.object
bone = context.bone
- pchan = ob.pose.pose_channels[context.bone.name]
+ pchan = ob.pose.bones[context.bone.name]
row = layout.row()
col = row.column()
bone = context.edit_bone
pchan = None
else:
- pchan = ob.pose.pose_channels[context.bone.name]
+ pchan = ob.pose.bones[context.bone.name]
split = layout.split()
bone = context.edit_bone
pchan = None
else:
- pchan = ob.pose.pose_channels[context.bone.name]
+ pchan = ob.pose.bones[context.bone.name]
if ob and pchan:
bone = context.bone
if ob and bone:
- pchan = ob.pose.pose_channels[bone.name]
+ pchan = ob.pose.bones[bone.name]
return pchan.has_ik
return False
ob = context.object
bone = context.bone
- pchan = ob.pose.pose_channels[bone.name]
+ pchan = ob.pose.bones[bone.name]
col2 = context.region.width > narrowui
row = layout.row()
bone = context.bone
if ob and bone:
- pchan = ob.pose.pose_channels[bone.name]
+ pchan = ob.pose.bones[bone.name]
return pchan.has_ik and ob.pose.ik_solver == 'ITASC' and ob.pose.ik_param
return False
layout = self.layout
ob = context.object
- pchan = ob.pose.pose_channels[context.bone.name]
+ pchan = ob.pose.bones[context.bone.name]
col2 = context.region.width > narrowui
row = layout.row()