# `Frame.pose`

> Contract 2.0.0 · package sha256 `a857eca95b35921109faf997094bb4192f12527d9d0fcd4be7e97f06425bad6e` · generated from `configurator-runtime.d.ts` by `services/onsite-scripter/scripts/build-contract-docs.mjs`; edit the source, not this file.

Method of [`Frame`](Frame.md) · stable · since 2.0.0

```ts
pose(target: Part | Parts, pose: PoseInput | null): void;
```

The part's local pose, as [`PartState.pose`](PartState.pose.md) (for a model root, [`node(id)`](Writer.node.md): its world pose),
moving its subtree and the parts hung under it (see above). Joints too. null releases. One rotation: a [`Pose`](Pose.md) read is not a [`PoseInput`](PoseInput.md).
On a part that casts, or on a light that casts shadows, a change of its drawn pose (a release
or a removed hook included) refreshes shadows in that frame, at most once a frame; an equal
write refreshes nothing.
Not for: a pose that should stay, which is `set({ pose })` or a scene-model write.

## Generic-API test (spec 3.1)

| Rule | Result |
| --- | --- |
| 1. Neutral name | pass: `pose` names no product |
| 2. A precedent | pass: [Unity MonoBehaviour.LateUpdate](https://docs.unity3d.com/ScriptReference/MonoBehaviour.LateUpdate.html) (row `G3`); [Unity Transform.RotateAround](https://docs.unity3d.com/ScriptReference/Transform.RotateAround.html) (row `K5`); [Babylon.js TransformNode.setPivotPoint](https://github.com/BabylonJS/Babylon.js/blob/master/packages/dev/core/src/Meshes/transformNode.ts) (row `K5`) |
| 3. Two apps, or labs | pass: 21 apps (ledger: app-4f16d2f6da, app-c1384707fc, app-ceb4eccc72, app-f9a32142f1, app-fc07850558, app-fc306ec3dc; fleet cross-check: app-04c2774145, app-0c773a4ee3, app-378d190f1b, app-4762caacdc, app-4f16d2f6da, app-510d750508, app-59c5b5751e, app-b362a81c85 and 13 more) |
| 4. The cheaper fix first | decided per need in Appendix B: rows `G3`, `K5` at tier stable (a member only where no rule, data, asset or app code serves the need) |
