Roblox UtilitiesDevlHub Roblox Documentation

Class

Pose

Inherits
PoseBase › Instance › Object
Memory category
Animation

Holds the CFrame applied to the Motor6D connected to its associated BasePart. The part which is controlled depends on the name of the Pose.

A Pose holds the CFrame applied to the Motor6D connected to its associated BasePart. The part which is controlled depends on the name of the Pose.

Poses are the fundamental building blocks of animations and, with Keyframes, make up KeyframeSequences.

Poses, joints and hierarchy#

Although a Pose is assigned to a BasePart by name, the object manipulated during animation playback is actually the Motor6D connected to this part. Animation rigs branch out from the model's root part through such joints.

In an R15 character rig, the root part is the HumanoidRootPart. The LowerTorso is connected to the HumanoidRootPart by the a motor named 'Root'. Therefore, the CFrame of a Pose named 'LowerTorso' in a Keyframe would be applied to the motor named 'Root', and not the LowerTorso itself.

Poses are arranged in a Keyframe based on joint hierarchy. This means, the Pose's CFrame is applied to the motor connecting the part associated with the pose to the part associated with the pose's parent. See below for a visual example of the structure of Poses on a R15 character.

Pose CFrame#

The Roblox animation system applies Pose.CFrame to the corresponding Motor6D by manipulating the relative transformation of the motor, the Motor6D.Transform property. The original C0 and C1 values are not changed.

Properties 2#

CFrameCFrameThis CFrame applies to the Motor6D corresponding with the Pose when the Motor6D.Transform is changed.ReadSafe
MaskWeightfloatReadSafeDeprecatedNotReplicated

CFrame: CFrame#

ReadSafe

This CFrame applies to the Motor6D corresponding with the Pose when the Motor6D.Transform is changed. The original Motor6D.C0 and Motor6D.C1 values are not changed.

Pose objects are arranged in a Keyframe based on joint hierarchy. This means, that the Pose.CFrame is applied to the motor connecting the part associated with the pose to the part associated with the pose's parent.

MaskWeight: float#

NotReplicatedDeprecatedReadSafeDeprecated

Deprecated. This property is deprecated. Use the AnimationTrack:AdjustWeight() function when blending multiple animations.

Methods 3#

AddSubPoseAdds a sub Pose to the Pose by parenting it.
GetSubPosesReturns an array containing all sub Poses that have been added to a Pose.
RemoveSubPoseRemoves a sub Pose from the Pose by parenting it to nil.

AddSubPose(pose: Instance): ()#

Adds a sub Pose to the Pose by parenting it to it. It is functionally identical to setting the new pose's Instance.Parent to the pose.

Note, this function will not error when an instance other than a Pose is given as the pose parameter and will parent it successfully.

NameTypeDefaultDescription
poseInstanceThe Pose to be added.
Returns
  • ()

GetSubPoses(): Instances#

Returns an array containing all sub Poses that have been added to a Pose. This is functionally the same as using the Instance:GetChildren() function on the Pose.

Note: this function returns all children of the Pose, including non Pose Instances if any are present.

Returns
  • Instances — An array of sub Poses.

RemoveSubPose(pose: Instance): ()#

Removes a sub Pose from the Pose by parenting it to nil. This is functionally identical to setting the new pose's Instance.Parent to nil.

Note: If an Instance other than Pose is used as a Pose parameter, this function removes that Instance and does not provide an error.

NameTypeDefaultDescription
poseInstanceThe Pose to be removed.
Returns
  • ()

Inherited members#

Inherited from PoseBase 3
Inherited from Instance 58
Inherited from Object 6
Properties (2)

ClassName, className

Events (1)

Changed