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 Bézier Handle (for B-Bones only)
- Type:
float in [-inf, inf], default 1.0
- bbone_easeout#
Length of second Bézier 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
- children#
Bones which are children of this bone
- Type:
bpy_prop_collection
ofBone
, (readonly)
- collections#
Bone Collections that contain this bone
- Type:
BoneCollectionMemberships
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 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’
- length#
Length of the bone
- Type:
float in [-inf, inf], default 0.0, (readonly)
- matrix#
3×3 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#
4×4 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_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 (str) – 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 (str) – The RNA type identifier.
- Returns:
The class or default when not found.
- Return type:
type