PoseBone(bpy_struct)

base class — bpy_struct

class bpy.types.PoseBone(bpy_struct)

Channel defining pose data for a bone in a Pose

bone

Bone associated with this PoseBone

Type :Bone, (readonly, never None)
bone_group

Bone Group this pose channel belongs to

Type :BoneGroup
bone_group_index

Bone Group this pose channel belongs to (0=no group)

Type :int in [-32768, 32767], default 0
child

Child of this pose bone

Type :PoseBone, (readonly)
constraints

Constraints that act on this PoseChannel

Type :PoseBoneConstraints bpy_prop_collection of Constraint, (readonly)
custom_shape

Object that defines custom draw type for this bone

Type :Object
custom_shape_transform

Bone that defines the display transform of this custom shape

Type :PoseBone
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)
ik_linear_weight

Weight of scale constraint for IK

Type :float in [0, 1], default 0.0
ik_max_x

Maximum angles for IK Limit

Type :float in [0, 3.14159], default 0.0
ik_max_y

Maximum angles for IK Limit

Type :float in [0, 3.14159], default 0.0
ik_max_z

Maximum angles for IK Limit

Type :float in [0, 3.14159], default 0.0
ik_min_x

Minimum angles for IK Limit

Type :float in [-3.14159, 0], default 0.0
ik_min_y

Minimum angles for IK Limit

Type :float in [-3.14159, 0], default 0.0
ik_min_z

Minimum angles for IK Limit

Type :float in [-3.14159, 0], default 0.0
ik_rotation_weight

Weight of rotation constraint for IK

Type :float in [0, 1], default 0.0
ik_stiffness_x

IK stiffness around the X axis

Type :float in [0, 0.99], default 0.0
ik_stiffness_y

IK stiffness around the Y axis

Type :float in [0, 0.99], default 0.0
ik_stiffness_z

IK stiffness around the Z axis

Type :float in [0, 0.99], default 0.0
ik_stretch

Allow scaling of the bone for IK

Type :float in [0, 1], default 0.0
is_in_ik_chain

Is part of an IK chain

Type :boolean, default False, (readonly)
location
Type :float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
lock_ik_x

Disallow movement around the X axis

Type :boolean, default False
lock_ik_y

Disallow movement around the Y axis

Type :boolean, default False
lock_ik_z

Disallow movement around the Z axis

Type :boolean, default False
lock_location

Lock editing of location in the interface

Type :boolean array of 3 items, default (False, False, False)
lock_rotation

Lock editing of rotation in the interface

Type :boolean array of 3 items, default (False, False, False)
lock_rotation_w

Lock editing of ‘angle’ component of four-component rotations in the interface

Type :boolean, default False
lock_rotations_4d

Lock editing of four component rotations by components (instead of as Eulers)

Type :boolean, default False
lock_scale

Lock editing of scale in the interface

Type :boolean array of 3 items, default (False, False, False)
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), (readonly)
matrix_basis

Provides an alternative access to loc/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)
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)
motion_path

Motion Path for this element

Type :MotionPath, (readonly)
name
Type :string, default “”
parent

Parent of this pose bone

Type :PoseBone, (readonly)
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)
rotation_euler

Rotation in Eulers

Type :float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
rotation_mode
Type :enum in [‘QUATERNION’, ‘XYZ’, ‘XZY’, ‘YXZ’, ‘YZX’, ‘ZXY’, ‘ZYX’, ‘AXIS_ANGLE’], default ‘QUATERNION’
rotation_quaternion

Rotation in Quaternions

Type :float array of 4 items in [-inf, inf], default (1.0, 0.0, 0.0, 0.0)
scale
Type :float array of 3 items in [-inf, inf], default (1.0, 1.0, 1.0)
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)
use_ik_limit_x

Limit movement around the X axis

Type :boolean, default False
use_ik_limit_y

Limit movement around the Y axis

Type :boolean, default False
use_ik_limit_z

Limit movement around the Z axis

Type :boolean, default False
use_ik_linear_control

Apply channel size as IK constraint if stretching is enabled

Type :boolean, default False
use_ik_rotation_control

Apply channel rotation as IK constraint

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 basenames 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 x-axis of the bone. (readonly)

z_axis

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

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]
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.

Inherited Properties

Inherited Functions

References

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Pose(bpy_struct)

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PoseBoneConstraints(bpy_struct)