Typed rigging tools for Blender armatures and character setup. Load this skill when creating armatures or bones, binding meshes, adding constraints, creating shape keys or drivers, or copying pose/action data between compatible rigs.
Prefer blender-pose-library for saving and loading reusable poses,
blender-animation for keyframe editing and baking, and blender-scripting
only after checking this typed surface.
Inspect and pose an existing rig
Use inspect_armature to read the hierarchy, armature-space rest data, current
local channels, evaluated armature-space pose matrices, and bounded constraint
summaries. max_bones limits the returned bones. For a specific subset, pass
bone_names. Skin summaries require explicit mesh_names with an Armature
modifier targeting that rig; the deterministic vertex-index prefix is a sample
unless scan_complete is true. The summary covers deform-bone vertex groups,
not envelope deformation or a proof of animation quality.
set_pose_bone_transforms applies a batch of absolute, rest-relative local
RNA channels. Location uses scene units, Euler angles use radians, and unit
quaternions use [w, x, y, z]. Euler order defaults to XYZ; quaternion input
selects QUATERNION. Omitted channels remain unchanged. Euler and quaternion
inputs are mutually exclusive. Each scale component must have absolute value
at least 1e-6; all numeric components must be finite with absolute value at
most 1e6. Every bone and input is validated before mutation.
The update uses data APIs without changing selection, mode, frame, constraints,
or keyframes, and supports headless Blender. Leave armature Edit mode first.
After dependency evaluation it checks channel readback against the requested
values or their exact 32-bit float representation and returns actual values and
evaluated matrices. Constraints can make the evaluated pose differ from the
requested local channels. Drivers that overwrite channels cause failure.
An application or readback failure attempts to restore all original channels;
the error explicitly reports rolled_back and rollback_errors. Inspect the
rig before retrying. Use blender-animation separately for keyframes.