PoseBone(bpy_struct)¶
base class — bpy_struct
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class
bpy.types.
PoseBone
(bpy_struct)¶ Channel defining pose data for a bone in a Pose
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bbone_curveinx
¶ X-axis handle offset for start of the B-Bone’s curve, adjusts curvature
Type: float in [-5, 5], default 0.0
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bbone_curveiny
¶ Y-axis handle offset for start of the B-Bone’s curve, adjusts curvature
Type: float in [-5, 5], default 0.0
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bbone_curveoutx
¶ X-axis handle offset for end of the B-Bone’s curve, adjusts curvature
Type: float in [-5, 5], default 0.0
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bbone_curveouty
¶ Y-axis handle offset for end of the B-Bone’s curve, adjusts curvature
Type: float in [-5, 5], default 0.0
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bbone_rollin
¶ Roll offset for the start of the B-Bone, adjusts twist
Type: float in [-6.28319, 6.28319], default 0.0
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bbone_rollout
¶ Roll offset for the end of the B-Bone, adjusts twist
Type: float in [-6.28319, 6.28319], default 0.0
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bbone_scalein
¶ Scale factor for start of the B-Bone, adjusts thickness (for tapering effects)
Type: float in [0, 5], default 1.0
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bbone_scaleout
¶ Scale factor for end of the B-Bone, adjusts thickness (for tapering effects)
Type: float in [0, 5], default 1.0
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bone_group_index
¶ Bone Group this pose channel belongs to (0=no group)
Type: int in [-32768, 32767], default 0
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constraints
¶ Constraints that act on this PoseChannel
Type: PoseBoneConstraints
bpy_prop_collection
ofConstraint
, (readonly)
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custom_shape_scale
¶ Adjust the size of the custom shape
Type: float in [0, 1000], default 0.0
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head
¶ Location of head of the channel’s bone
Type: float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0), (readonly)
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ik_linear_weight
¶ Weight of scale constraint for IK
Type: float in [0, 1], default 0.0
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ik_max_x
¶ Maximum angles for IK Limit
Type: float in [0, 3.14159], default 0.0
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ik_max_y
¶ Maximum angles for IK Limit
Type: float in [0, 3.14159], default 0.0
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ik_max_z
¶ Maximum angles for IK Limit
Type: float in [0, 3.14159], default 0.0
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ik_min_x
¶ Minimum angles for IK Limit
Type: float in [-3.14159, 0], default 0.0
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ik_min_y
¶ Minimum angles for IK Limit
Type: float in [-3.14159, 0], default 0.0
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ik_min_z
¶ Minimum angles for IK Limit
Type: float in [-3.14159, 0], default 0.0
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ik_rotation_weight
¶ Weight of rotation constraint for IK
Type: float in [0, 1], default 0.0
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ik_stiffness_x
¶ IK stiffness around the X axis
Type: float in [0, 0.99], default 0.0
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ik_stiffness_y
¶ IK stiffness around the Y axis
Type: float in [0, 0.99], default 0.0
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ik_stiffness_z
¶ IK stiffness around the Z axis
Type: float in [0, 0.99], default 0.0
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ik_stretch
¶ Allow scaling of the bone for IK
Type: float in [0, 1], default 0.0
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is_in_ik_chain
¶ Is part of an IK chain
Type: boolean, default False, (readonly)
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location
¶ Type: float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
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lock_ik_x
¶ Disallow movement around the X axis
Type: boolean, default False
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lock_ik_y
¶ Disallow movement around the Y axis
Type: boolean, default False
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lock_ik_z
¶ Disallow movement around the Z axis
Type: boolean, default False
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lock_location
¶ Lock editing of location in the interface
Type: boolean array of 3 items, default (False, False, False)
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lock_rotation
¶ Lock editing of rotation in the interface
Type: boolean array of 3 items, default (False, False, False)
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lock_rotation_w
¶ Lock editing of ‘angle’ component of four-component rotations in the interface
Type: boolean, default False
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lock_rotations_4d
¶ Lock editing of four component rotations by components (instead of as Eulers)
Type: boolean, default False
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lock_scale
¶ Lock editing of scale in the interface
Type: boolean array of 3 items, default (False, False, False)
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matrix
¶ Final 4x4 matrix after constraints and drivers are applied (object space)
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)
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matrix_basis
¶ Alternative access to location/scale/rotation relative to the parent and own rest bone
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)
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matrix_channel
¶ 4x4 matrix, before constraints
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), (readonly)
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motion_path
¶ Motion Path for this element
Type: MotionPath
, (readonly)
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name
¶ Type: string, default “”, (never None)
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rotation_axis_angle
¶ Angle of Rotation for Axis-Angle rotation representation
Type: float array of 4 items in [-inf, inf], default (0.0, 0.0, 1.0, 0.0)
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rotation_euler
¶ Rotation in Eulers
Type: float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
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rotation_mode
¶ QUATERNION
Quaternion (WXYZ), No Gimbal Lock (default).XYZ
XYZ Euler, XYZ Rotation Order (prone to Gimbal Lock).XZY
XZY Euler, XZY Rotation Order (prone to Gimbal Lock).YXZ
YXZ Euler, YXZ Rotation Order (prone to Gimbal Lock).YZX
YZX Euler, YZX Rotation Order (prone to Gimbal Lock).ZXY
ZXY Euler, ZXY Rotation Order (prone to Gimbal Lock).ZYX
ZYX Euler, ZYX Rotation Order (prone to Gimbal Lock).AXIS_ANGLE
Axis Angle, Axis Angle (W+XYZ), defines a rotation around some axis defined by 3D-Vector.
Type: enum in [‘QUATERNION’, ‘XYZ’, ‘XZY’, ‘YXZ’, ‘YZX’, ‘ZXY’, ‘ZYX’, ‘AXIS_ANGLE’], default ‘QUATERNION’
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rotation_quaternion
¶ Rotation in Quaternions
Type: float array of 4 items in [-inf, inf], default (1.0, 0.0, 0.0, 0.0)
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scale
¶ Type: float array of 3 items in [-inf, inf], default (1.0, 1.0, 1.0)
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tail
¶ Location of tail of the channel’s bone
Type: float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0), (readonly)
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use_bbone_custom_handles
¶ Use custom reference bones as handles for B-Bones instead of next/previous bones, leave these blank to use only B-Bone offset properties to control the shape
Type: boolean, default False
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use_bbone_relative_end_handle
¶ Treat custom end handle position as a relative value
Type: boolean, default False
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use_bbone_relative_start_handle
¶ Treat custom start handle position as a relative value
Type: boolean, default False
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use_custom_shape_bone_size
¶ Scale the custom object by the bone length
Type: boolean, default False
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use_ik_limit_x
¶ Limit movement around the X axis
Type: boolean, default False
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use_ik_limit_y
¶ Limit movement around the Y axis
Type: boolean, default False
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use_ik_limit_z
¶ Limit movement around the Z axis
Type: boolean, default False
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use_ik_linear_control
¶ Apply channel size as IK constraint if stretching is enabled
Type: boolean, default False
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use_ik_rotation_control
¶ Apply channel rotation as IK constraint
Type: boolean, default False
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basename
¶ The name of this bone before any ‘.’ character (readonly)
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center
¶ The midpoint between the head and the tail. (readonly)
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children
¶ (readonly)
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children_recursive
¶ A list of all children from this bone. (readonly)
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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)
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length
¶ The distance from head to tail, when set the head is moved to fit the length.
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parent_recursive
¶ A list of parents, starting with the immediate parent (readonly)
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vector
¶ The direction this bone is pointing. Utility function for (tail - head) (readonly)
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x_axis
¶ Vector pointing down the x-axis of the bone. (readonly)
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y_axis
¶ Vector pointing down the y-axis of the bone. (readonly)
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z_axis
¶ Vector pointing down the z-axis of the bone. (readonly)
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evaluate_envelope
(point)¶ Calculate bone envelope at given point
Parameters: point (float array of 3 items in [-inf, inf]) – Point, Position in 3d space to evaluate Returns: Factor, Envelope factor Return type: float in [-inf, inf]
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parent_index
(parent_test)¶ The same as ‘bone in other_bone.parent_recursive’ but saved generating a list.
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translate
(vec)¶ Utility function to add vec to the head and tail of this bone
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Inherited Properties
Inherited Functions
References