Bone(bpy_struct)
base class — bpy_struct
- class bpy.types.Bone(bpy_struct)
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_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
- children
Bones which are children of this bone
- Type
bpy_prop_collection
ofBone
, (readonly)
- 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 relative to its parent
- Type
mathutils.Vector
of 3 items in [-inf, inf], default (0.0, 0.0, 0.0), (readonly)
- head_local
Location of head end of the bone relative to armature
- Type
mathutils.Vector
of 3 items in [-inf, inf], default (0.0, 0.0, 0.0), (readonly)
- 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 it is not in Edit Mode (i.e. in Object or Pose Modes)
- 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
- Type
float in [-inf, inf], default 0.0, (readonly)
- matrix
3x3 bone matrix
- Type
mathutils.Matrix
of 3 * 3 items in [-inf, inf], default ((0.0, 0.0, 0.0), (0.0, 0.0, 0.0), (0.0, 0.0, 0.0)), (readonly)
- matrix_local
4x4 bone matrix relative to armature
- 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)), (readonly)
- name
- Type
string, default “”, (never None)
- 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 relative to its parent
- Type
mathutils.Vector
of 3 items in [-inf, inf], default (0.0, 0.0, 0.0), (readonly)
- tail_local
Location of tail end of the bone relative to armature
- Type
mathutils.Vector
of 3 items in [-inf, inf], default (0.0, 0.0, 0.0), (readonly)
- 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, (readonly)
- 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_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)
- evaluate_envelope(point)
Calculate bone envelope at given point
- Parameters
point (
mathutils.Vector
of 3 items in [-inf, inf]) – Point, Position in 3d space to evaluate- Returns
Factor, Envelope factor
- Return type
float in [-inf, inf]
- convert_local_to_pose(matrix, matrix_local, parent_matrix=((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)), parent_matrix_local=((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)), invert=False)
Transform a matrix from Local to Pose space (or back), taking into account options like Inherit Scale and Local Location. Unlike Object.convert_space, this uses custom rest and pose matrices provided by the caller. If the parent matrices are omitted, the bone is assumed to have no parent.
- Parameters
matrix (
mathutils.Matrix
of 4 * 4 items in [-inf, inf]) – The matrix to transformmatrix_local (
mathutils.Matrix
of 4 * 4 items in [-inf, inf]) – The custom rest matrix of this bone (Bone.matrix_local)parent_matrix (
mathutils.Matrix
of 4 * 4 items in [-inf, inf], (optional)) – The custom pose matrix of the parent bone (PoseBone.matrix)parent_matrix_local (
mathutils.Matrix
of 4 * 4 items in [-inf, inf], (optional)) – The custom rest matrix of the parent bone (Bone.matrix_local)invert (boolean, (optional)) – Convert from Pose to Local space
- Returns
The transformed matrix
- Return type
mathutils.Matrix
of 4 * 4 items in [-inf, inf]
This method enables conversions between Local and Pose space for bones in the middle of updating the armature without having to update dependencies after each change, by manually carrying updated matrices in a recursive walk.
def set_pose_matrices(obj, matrix_map): "Assign pose space matrices of all bones at once, ignoring constraints." def rec(pbone, parent_matrix): if pbone.name in matrix_map: matrix = matrix_map[pbone.name] # # Instead of: # pbone.matrix = matrix # bpy.context.view_layer.update() # Compute and assign local matrix, using the new parent matrix if pbone.parent: pbone.matrix_basis = pbone.bone.convert_local_to_pose( matrix, pbone.bone.matrix_local, parent_matrix=parent_matrix, parent_matrix_local=pbone.parent.bone.matrix_local, invert=True ) else: pbone.matrix_basis = pbone.bone.convert_local_to_pose( matrix, pbone.bone.matrix_local, invert=True ) else: # Compute the updated pose matrix from local and new parent matrix if pbone.parent: matrix = pbone.bone.convert_local_to_pose( pbone.matrix_basis, pbone.bone.matrix_local, parent_matrix=parent_matrix, parent_matrix_local=pbone.parent.bone.matrix_local, ) else: matrix = pbone.bone.convert_local_to_pose( pbone.matrix_basis, pbone.bone.matrix_local, ) # Recursively process children, passing the new matrix through for child in pbone.children: rec(child, matrix) # Scan all bone trees from their roots for pbone in obj.pose.bones: if not pbone.parent: rec(pbone, None)
- classmethod MatrixFromAxisRoll(axis, roll)
Convert the axis + roll representation to a matrix
- Parameters
axis (
mathutils.Vector
of 3 items in [-inf, inf], (never None)) – The main axis of the bone (tail - head)roll (float in [-inf, inf]) – The roll of the bone
- Returns
The resulting orientation matrix
- Return type
mathutils.Matrix
of 3 * 3 items in [-inf, inf]
- classmethod AxisRollFromMatrix(matrix, axis=(0.0, 0.0, 0.0))
Convert a rotational matrix to the axis + roll representation. Note that the resulting value of the roll may not be as expected if the matrix has shear or negative determinant.
- Parameters
matrix (
mathutils.Matrix
of 3 * 3 items in [-inf, inf], (never None)) – The orientation matrix of the boneaxis (float array of 3 items in [-inf, inf], (optional)) – The optional override for the axis (finds closest approximation for the matrix)
- Return (result_axis, result_roll)
result_axis, The main axis of the bone,
mathutils.Vector
of 3 items in [-inf, inf]result_roll, The roll of the bone, float in [-inf, inf]
- parent_index(parent_test)
The same as ‘bone in other_bone.parent_recursive’ but saved generating a list.
- 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