EditBone(bpy_struct)¶
base class — bpy_struct
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class
bpy.types.
EditBone
(bpy_struct)¶ Editmode bone in an Armature data-block
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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_in
¶ Length of first Bezier Handle (for B-Bones only)
Type: float in [0, 2], default 0.0
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bbone_out
¶ Length of second Bezier Handle (for B-Bones only)
Type: float in [0, 2], 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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bbone_segments
¶ Number of subdivisions of bone (for B-Bones only)
Type: int in [1, 32], default 0
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bbone_x
¶ B-Bone X size
Type: float in [0, 1000], default 0.0
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bbone_z
¶ B-Bone Z size
Type: float in [0, 1000], default 0.0
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envelope_distance
¶ Bone deformation distance (for Envelope deform only)
Type: float in [0, 1000], default 0.0
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envelope_weight
¶ Bone deformation weight (for Envelope deform only)
Type: float in [0, 1000], default 0.0
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head
¶ Location of head end of the bone
Type: float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
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head_radius
¶ Radius of head of bone (for Envelope deform only)
Type: float in [0, inf], default 0.0
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hide
¶ Bone is not visible when in Edit Mode
Type: boolean, default False
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hide_select
¶ Bone is able to be selected
Type: boolean, default False
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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)
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lock
¶ Bone is not able to be transformed when in Edit Mode
Type: boolean, default False
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matrix
¶ Matrix combining loc/rot of the bone (head position, direction and roll), in armature space (WARNING: does not include/support bone’s length/size)
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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name
¶ Type: string, default “”, (never None)
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roll
¶ Bone rotation around head-tail axis
Type: float in [-inf, inf], default 0.0
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select
¶ Type: boolean, default False
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select_head
¶ Type: boolean, default False
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select_tail
¶ Type: boolean, default False
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show_wire
¶ Bone is always drawn as Wireframe regardless of viewport draw mode (useful for non-obstructive custom bone shapes)
Type: boolean, default False
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tail
¶ Location of tail end of the bone
Type: float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
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tail_radius
¶ Radius of tail of bone (for Envelope deform only)
Type: float in [0, inf], default 0.0
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use_connect
¶ When bone has a parent, bone’s head is stuck to the parent’s tail
Type: boolean, default False
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use_cyclic_offset
¶ When bone doesn’t have a parent, it receives cyclic offset effects (Deprecated)
Type: boolean, default False
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use_deform
¶ Enable Bone to deform geometry
Type: boolean, default False
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use_endroll_as_inroll
¶ Use Roll Out of parent bone as Roll In of its children
Type: boolean, default False
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use_envelope_multiply
¶ When deforming bone, multiply effects of Vertex Group weights with Envelope influence
Type: boolean, default False
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use_inherit_rotation
¶ Bone inherits rotation or scale from parent bone
Type: boolean, default False
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use_inherit_scale
¶ Bone inherits scaling from parent bone
Type: boolean, default False
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use_local_location
¶ Bone location is set in local space
Type: boolean, default False
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use_relative_parent
¶ Object children will use relative transform, like deform
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
¶ A list of all the bones 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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align_roll
(vector)¶ Align the bone to a localspace roll so the Z axis points in the direction of the vector given
Parameters: vector (float array of 3 items in [-inf, inf]) – Vector
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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.
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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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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.
- matrix (
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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