EditBone(bpy_struct)

base class — bpy_struct

class bpy.types.EditBone(bpy_struct)

Edit mode 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 [-inf, inf], default 0.0

bbone_curveinz

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

Type

float in [-inf, inf], default 0.0

bbone_curveoutx

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

Type

float in [-inf, inf], default 0.0

bbone_curveoutz

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

Type

float in [-inf, inf], default 0.0

bbone_custom_handle_end

Bone that serves as the end handle for the B-Bone curve

Type

EditBone

bbone_custom_handle_start

Bone that serves as the start handle for the B-Bone curve

Type

EditBone

bbone_easein

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

Type

float in [-inf, inf], default 1.0

bbone_easeout

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

Type

float in [-inf, inf], default 1.0

bbone_handle_type_end

Selects how the end handle of the B-Bone is computed

  • AUTO Automatic – Use connected parent and children to compute the handle.

  • ABSOLUTE Absolute – Use the position of the specified bone to compute the handle.

  • RELATIVE Relative – Use the offset of the specified bone from rest pose to compute the handle.

  • TANGENT Tangent – Use the orientation of the specified bone to compute the handle, ignoring the location.

Type

enum in [‘AUTO’, ‘ABSOLUTE’, ‘RELATIVE’, ‘TANGENT’], default ‘AUTO’

bbone_handle_type_start

Selects how the start handle of the B-Bone is computed

  • AUTO Automatic – Use connected parent and children to compute the handle.

  • ABSOLUTE Absolute – Use the position of the specified bone to compute the handle.

  • RELATIVE Relative – Use the offset of the specified bone from rest pose to compute the handle.

  • TANGENT Tangent – Use the orientation of the specified bone to compute the handle, ignoring the location.

Type

enum in [‘AUTO’, ‘ABSOLUTE’, ‘RELATIVE’, ‘TANGENT’], default ‘AUTO’

bbone_handle_use_ease_end

Multiply the B-Bone Ease Out channel by the local Y scale value of the end handle. This is done after the Scale Easing option and isn’t affected by it

Type

boolean, default False

bbone_handle_use_ease_start

Multiply the B-Bone Ease In channel by the local Y scale value of the start handle. This is done after the Scale Easing option and isn’t affected by it

Type

boolean, default False

bbone_handle_use_scale_end

Multiply B-Bone Scale Out channels by the local scale values of the end handle. This is done after the Scale Easing option and isn’t affected by it

Type

boolean array of 3 items, default (False, False, False)

bbone_handle_use_scale_start

Multiply B-Bone Scale In channels by the local scale values of the start handle. This is done after the Scale Easing option and isn’t affected by it

Type

boolean array of 3 items, default (False, False, False)

bbone_rollin

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

Type

float in [-inf, inf], default 0.0

bbone_rollout

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

Type

float in [-inf, inf], default 0.0

bbone_scalein

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

Type

mathutils.Vector of 3 items in [-inf, inf], default (1.0, 1.0, 1.0)

bbone_scaleout

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

Type

mathutils.Vector of 3 items in [-inf, inf], default (1.0, 1.0, 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 [-inf, inf], default 0.0

bbone_z

B-Bone Z size

Type

float in [-inf, inf], 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

mathutils.Vector 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 [-inf, 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

inherit_scale

Specifies how the bone inherits scaling from the parent bone

  • FULL Full – Inherit all effects of parent scaling.

  • FIX_SHEAR Fix Shear – Inherit scaling, but remove shearing of the child in the rest orientation.

  • ALIGNED Aligned – Rotate non-uniform parent scaling to align with the child, applying parent X scale to child X axis, and so forth.

  • AVERAGE Average – Inherit uniform scaling representing the overall change in the volume of the parent.

  • NONE None – Completely ignore parent scaling.

  • NONE_LEGACY None (Legacy) – Ignore parent scaling without compensating for parent shear. Replicates the effect of disabling the original Inherit Scale checkbox.

Type

enum in [‘FULL’, ‘FIX_SHEAR’, ‘ALIGNED’, ‘AVERAGE’, ‘NONE’, ‘NONE_LEGACY’], default ‘FULL’

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)

length

Length of the bone. Changing moves the tail end

Type

float in [0, inf], default 0.0

lock

Bone is not able to be transformed when in Edit Mode

Type

boolean, default False

matrix

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

Type

mathutils.Matrix of 4 * 4 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 displayed in wireframe regardless of viewport shading mode (useful for non-obstructive custom bone shapes)

Type

boolean, default False

tail

Location of tail end of the bone

Type

mathutils.Vector 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 [-inf, 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

Add Roll Out of the Start Handle bone to the Roll In value

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

DEPRECATED: 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

use_scale_easing

Multiply the final easing values by the Scale In/Out Y factors

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.

Note

Takes O(len(bones)) time.

(readonly)

children_recursive

A list of all children from this bone.

Note

Takes O(len(bones)**2) time.

(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.

Note

Takes O(len(bones)**2) time.

(readonly)

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 local-space roll so the Z axis points in the direction of the vector given

Parameters

vector (mathutils.Vector 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

classmethod bl_rna_get_subclass(id, default=None)
Parameters

id (string) – The RNA type identifier.

Returns

The RNA type or default when not found.

Return type

bpy.types.Struct subclass

classmethod bl_rna_get_subclass_py(id, default=None)
Parameters

id (string) – The RNA type identifier.

Returns

The class or default when not found.

Return type

type

Inherited Properties

Inherited Functions

References