Controlling armature through python I need to control an armature using Python so that I can animate a biped model using data from a text file.  I've been using this tutorial and some other sources to try and do so, but I can never see any results in the rendered game window.

The code I have thus far is:

import GameLogic

arm = GameLogic.getCurrentController().owner

print(arm.channels['Upperleg.L'].rotation_euler)

arm.channels['Upperleg.L'].rotation_euler = [5, 5, 5]
arm.update()

print(arm.channels['Upperleg.L'].rotation_euler)


In the console, the values for BL_ArmatureChannel.rotation_euler are changing...

&lt;Vector &lt;0.0000, 0.0000, 0.0000&gt;&gt;
&lt;Vector &lt;5.0000, 5.0000, 5.0000&gt;&gt;


...but nothing is happening with the model linked to the armature (not visually at least).  If I change BL_ArmatureChannel.rotation_euler to BL_ArmatureChannel.joint_rotation the values being printed in the console don't change at all.

On my armature, I have an "Always" sensor attached to a "Python" controller to execute the script.  There are no IK constraints on the armature and no other sensors/controllers/actuators.

Any help on this matter would be greatly appreciated.  I have a tight deadline on this project and I can't seem to get this very simple (but necessary) part of it working.
I'm afraid dynamically changing the mesh connected to the armature is not possible inside the Blender game engine without implementing it as a new feature in the source code. 

All deformations of meshes must either be done vertex by vertex or through actions in the Dope sheet editor.

If you create action logic bricks that correspond to the limb movement you are trying to get to work, you should be able to get limited model deformation movements going. Changing an action actuator's start and end frames is possible when the game engine is running. This gives you some of the control you seek.