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_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_mapping_mode
Selects how the vertices are mapped to B-Bone segments based on their position
STRAIGHT
Straight – Fast mapping that is good for most situations, but ignores the rest pose curvature of the B-Bone.CURVED
Curved – Slower mapping that gives better deformation for B-Bones that are sharply curved in rest pose.
- Type:
enum in [‘STRAIGHT’, ‘CURVED’], default ‘STRAIGHT’
- 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
- collections
Bone Collections that contain this bone
- Type:
bpy_prop_collection
ofBoneCollection
, (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
- 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’
- 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)
- 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_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