EditBone(bpy_struct)

base class — bpy_struct

class bpy.types.EditBone(bpy_struct)

Editmode bone in an Armature data-block

bbone_curveinx

X-axis handle offset for start of the B-Bone’s curve, adjusts curvature

Type:float in [-5, 5], default 0.0
bbone_curveiny

Y-axis handle offset for start of the B-Bone’s curve, adjusts curvature

Type:float in [-5, 5], default 0.0
bbone_curveoutx

X-axis handle offset for end of the B-Bone’s curve, adjusts curvature

Type:float in [-5, 5], default 0.0
bbone_curveouty

Y-axis handle offset for end of the B-Bone’s curve, adjusts curvature

Type:float in [-5, 5], default 0.0
bbone_in

Length of first Bezier Handle (for B-Bones only)

Type:float in [0, 2], default 0.0
bbone_out

Length of second Bezier Handle (for B-Bones only)

Type:float in [0, 2], default 0.0
bbone_rollin

Roll offset for the start of the B-Bone, adjusts twist

Type:float in [-6.28319, 6.28319], default 0.0
bbone_rollout

Roll offset for the end of the B-Bone, adjusts twist

Type:float in [-6.28319, 6.28319], default 0.0
bbone_scalein

Scale factor for start of the B-Bone, adjusts thickness (for tapering effects)

Type:float in [0, 5], default 1.0
bbone_scaleout

Scale factor for end of the B-Bone, adjusts thickness (for tapering effects)

Type:float in [0, 5], default 1.0
bbone_segments

Number of subdivisions of bone (for B-Bones only)

Type:int in [1, 32], default 0
bbone_x

B-Bone X size

Type:float in [0, 1000], default 0.0
bbone_z

B-Bone Z size

Type:float in [0, 1000], default 0.0
envelope_distance

Bone deformation distance (for Envelope deform only)

Type:float in [0, 1000], default 0.0
envelope_weight

Bone deformation weight (for Envelope deform only)

Type:float in [0, 1000], default 0.0
head

Location of head end of the bone

Type:float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
head_radius

Radius of head of bone (for Envelope deform only)

Type:float in [0, inf], default 0.0
hide

Bone is not visible when in Edit Mode

Type:boolean, default False
hide_select

Bone is able to be selected

Type:boolean, default False
layers

Layers bone exists in

Type:boolean array of 32 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)
lock

Bone is not able to be transformed when in Edit Mode

Type:boolean, default False
matrix

Matrix combining loc/rot of the bone (head position, direction and roll), in armature space (WARNING: does not include/support bone’s length/size)

Type:float array of 16 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
name
Type:string, default “”, (never None)
parent

Parent edit bone (in same Armature)

Type:EditBone
roll

Bone rotation around head-tail axis

Type:float in [-inf, inf], default 0.0
select
Type:boolean, default False
select_head
Type:boolean, default False
select_tail
Type:boolean, default False
show_wire

Bone is always drawn as Wireframe regardless of viewport draw mode (useful for non-obstructive custom bone shapes)

Type:boolean, default False
tail

Location of tail end of the bone

Type:float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
tail_radius

Radius of tail of bone (for Envelope deform only)

Type:float in [0, inf], default 0.0
use_connect

When bone has a parent, bone’s head is stuck to the parent’s tail

Type:boolean, default False
use_cyclic_offset

When bone doesn’t have a parent, it receives cyclic offset effects (Deprecated)

Type:boolean, default False
use_deform

Enable Bone to deform geometry

Type:boolean, default False
use_endroll_as_inroll

Use Roll Out of parent bone as Roll In of its children

Type:boolean, default False
use_envelope_multiply

When deforming bone, multiply effects of Vertex Group weights with Envelope influence

Type:boolean, default False
use_inherit_rotation

Bone inherits rotation or scale from parent bone

Type:boolean, default False
use_inherit_scale

Bone inherits scaling from parent bone

Type:boolean, default False
use_local_location

Bone location is set in local space

Type:boolean, default False
use_relative_parent

Object children will use relative transform, like deform

Type:boolean, default False
basename

The name of this bone before any ‘.’ character (readonly)

center

The midpoint between the head and the tail. (readonly)

children

A list of all the bones children. (readonly)

children_recursive

A list of all children from this bone. (readonly)

children_recursive_basename

Returns a chain of children with the same base name as this bone. Only direct chains are supported, forks caused by multiple children with matching base names will terminate the function and not be returned. (readonly)

length

The distance from head to tail, when set the head is moved to fit the length.

parent_recursive

A list of parents, starting with the immediate parent (readonly)

vector

The direction this bone is pointing. Utility function for (tail - head) (readonly)

x_axis

Vector pointing down the x-axis of the bone. (readonly)

y_axis

Vector pointing down the y-axis of the bone. (readonly)

z_axis

Vector pointing down the z-axis of the bone. (readonly)

align_roll(vector)

Align the bone to a localspace roll so the Z axis points in the direction of the vector given

Parameters:vector (float array of 3 items in [-inf, inf]) – Vector
align_orientation(other)

Align this bone to another by moving its tail and settings its roll the length of the other bone is not used.

parent_index(parent_test)

The same as ‘bone in other_bone.parent_recursive’ but saved generating a list.

transform(matrix, scale=True, roll=True)

Transform the the bones head, tail, roll and envelope (when the matrix has a scale component).

Parameters:
  • matrix (mathutils.Matrix) – 3x3 or 4x4 transformation matrix.
  • scale (bool) – Scale the bone envelope by the matrix.
  • roll (bool) – Correct the roll to point in the same relative direction to the head and tail.
translate(vec)

Utility function to add vec to the head and tail of this bone

Inherited Properties

Inherited Functions

References