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In Blender 2.6 API, PoseBone is used for animating a bone. PoseBone.matrix is one way to do that. API says PoseBone.matrix is in "object space".


PoseBone.matrix is nothing I've seen at all. I still can't get my animation importer working. What's the deal with PoseBone.matrix? In Blender 2.4 API there were two matrices: one in local space, one in armature space.

But the new PoseBone.matrix is neither! It's not a local matrix:

enter image description here

Position isn't local, it's global.

But rotation enter image description here

<Euler (x=1.5708, y=-0.7854, z=-0.0000), order='XYZ'> 


So what is this "object space" that the API says PoseBone.matrix is in?

I'm trying to assign my armature-space matrices to a hierarchial armature and I can't get them right.

I tried decomposing the matrices I have, undoing parent rotations then recomposing the matrix again before setting it as "PoseBone.matrix". It just doesn't work.

oldmatrix = myMatrix
loc, rot, scale = oldmatrix.decompose()

#rot = rot * pose.bones[bonename].parent.rotation_quaternion.conjugated()
for i in pose.bones[bonename].parent_recursive:
   rot = rot * i.conjugated()

newmatrix = rot.to_matrix().to_4x4()

newmatrix[0][3] = loc.x
newmatrix[1][3] = loc.y
newmatrix[2][3] = loc.z

pose.bones[bonename].matrix = newmatrix 
share|improve this question
Isn't it 'local' to the root of the model? –  Roy T. Aug 20 '12 at 9:05
If it's relative to the "root", isn't that what you call "global space". If position is relative to root, why isn't rotation? This is very unusual. Also, what do you mean by "model"? –  user17402 Aug 20 '12 at 9:55
I mean to the primary bone of the model –  Roy T. Aug 20 '12 at 11:05
No, that aint what local space means here. That's not even what global space means, in case you're mixing these. –  user17402 Aug 20 '12 at 15:55

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