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 (in [-inf, inf], default 0.0)

Type:

float

bbone_curveinz

Z-axis handle offset for start of the B-Bone’s curve, adjusts curvature (in [-inf, inf], default 0.0)

Type:

float

bbone_curveoutx

X-axis handle offset for end of the B-Bone’s curve, adjusts curvature (in [-inf, inf], default 0.0)

Type:

float

bbone_curveoutz

Z-axis handle offset for end of the B-Bone’s curve, adjusts curvature (in [-inf, inf], default 0.0)

Type:

float

bbone_custom_handle_end

Bone that serves as the end handle for the B-Bone curve

Type:

Bone

bbone_custom_handle_start

Bone that serves as the start handle for the B-Bone curve

Type:

Bone

bbone_easein

Length of first Bézier Handle (for B-Bones only) (in [-inf, inf], default 1.0)

Type:

float

bbone_easeout

Length of second Bézier Handle (for B-Bones only) (in [-inf, inf], default 1.0)

Type:

float

bbone_handle_type_end

Selects how the end handle of the B-Bone is computed (default 'AUTO')

  • 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:

Literal[‘AUTO’, ‘ABSOLUTE’, ‘RELATIVE’, ‘TANGENT’]

bbone_handle_type_start

Selects how the start handle of the B-Bone is computed (default 'AUTO')

  • 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:

Literal[‘AUTO’, ‘ABSOLUTE’, ‘RELATIVE’, ‘TANGENT’]

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. (default False)

Type:

bool

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. (default False)

Type:

bool

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. (array of 3 items, default (False, False, False))

Type:

bpy_prop_array[bool]

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. (array of 3 items, default (False, False, False))

Type:

bpy_prop_array[bool]

bbone_mapping_mode

Selects how the vertices are mapped to B-Bone segments based on their position (default 'STRAIGHT')

  • 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:

Literal[‘STRAIGHT’, ‘CURVED’]

bbone_rollin

Roll offset for the start of the B-Bone, adjusts twist (in [-inf, inf], default 0.0)

Type:

float

bbone_rollout

Roll offset for the end of the B-Bone, adjusts twist (in [-inf, inf], default 0.0)

Type:

float

bbone_scalein

Scale factors for the start of the B-Bone, adjusts thickness (for tapering effects) (array of 3 items, in [-inf, inf], default (1.0, 1.0, 1.0))

Type:

mathutils.Vector

bbone_scaleout

Scale factors for the end of the B-Bone, adjusts thickness (for tapering effects) (array of 3 items, in [-inf, inf], default (1.0, 1.0, 1.0))

Type:

mathutils.Vector

bbone_segments

Number of subdivisions of bone (for B-Bones only) (in [1, 32], default 0)

Type:

int

bbone_x

B-Bone X size (in [-inf, inf], default 0.0)

Type:

float

bbone_z

B-Bone Z size (in [-inf, inf], default 0.0)

Type:

float

children

Bones which are children of this bone (default None, readonly)

Type:

bpy_prop_collection[Bone]

collections

Bone Collections that contain this bone (default None, readonly)

Type:

BoneCollectionMemberships[BoneCollection]

color

(readonly)

Type:

BoneColor

display_type

(default 'OCTAHEDRAL')

  • ARMATURE_DEFINED Armature Defined – Use display mode from armature (default).

  • OCTAHEDRAL Octahedral – Display bones as octahedral shape.

  • STICK Stick – Display bones as simple 2D lines with dots.

  • BBONE B-Bone – Display bones as boxes, showing subdivision and B-Splines.

  • ENVELOPE Envelope – Display bones as extruded spheres, showing deformation influence volume.

  • WIRE Wire – Display bones as thin wires, showing subdivision and B-Splines.

Type:

Literal[‘ARMATURE_DEFINED’, ‘OCTAHEDRAL’, ‘STICK’, ‘BBONE’, ‘ENVELOPE’, ‘WIRE’]

envelope_distance

Bone deformation distance (for Envelope deform only) (in [0, 1000], default 0.0)

Type:

float

envelope_weight

Bone deformation weight (for Envelope deform only) (in [0, 1000], default 0.0)

Type:

float

head

Location of head end of the bone relative to its parent (array of 3 items, in [-inf, inf], default (0.0, 0.0, 0.0), readonly)

Type:

mathutils.Vector

head_local

Location of head end of the bone relative to armature (array of 3 items, in [-inf, inf], default (0.0, 0.0, 0.0), readonly)

Type:

mathutils.Vector

head_radius

Radius of head of bone (for Envelope deform only) (in [-inf, inf], default 0.0)

Type:

float

hide

Bone is not visible when it is in Edit Mode (default False)

Type:

bool

hide_select

Bone is able to be selected (default False)

Type:

bool

inherit_scale

Specifies how the bone inherits scaling from the parent bone (default 'FULL')

  • 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:

Literal[‘FULL’, ‘FIX_SHEAR’, ‘ALIGNED’, ‘AVERAGE’, ‘NONE’, ‘NONE_LEGACY’]

length

Length of the bone (in [-inf, inf], default 0.0, readonly)

Type:

float

matrix

3×3 bone matrix (multi-dimensional array 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)

Type:

mathutils.Matrix

matrix_local

4×4 bone matrix relative to armature (multi-dimensional array 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)

Type:

mathutils.Matrix

name

(default “”, never None)

Type:

str

parent

Parent bone (in same Armature) (readonly)

Type:

Bone

show_wire

Bone is always displayed in wireframe regardless of viewport shading mode (useful for non-obstructive custom bone shapes) (default False)

Type:

bool

tail

Location of tail end of the bone relative to its parent (array of 3 items, in [-inf, inf], default (0.0, 0.0, 0.0), readonly)

Type:

mathutils.Vector

tail_local

Location of tail end of the bone relative to armature (array of 3 items, in [-inf, inf], default (0.0, 0.0, 0.0), readonly)

Type:

mathutils.Vector

tail_radius

Radius of tail of bone (for Envelope deform only) (in [-inf, inf], default 0.0)

Type:

float

use_connect

When bone has a parent, bone’s head is stuck to the parent’s tail (default False, readonly)

Type:

bool

use_cyclic_offset

When bone does not have a parent, it receives cyclic offset effects (Deprecated) (default True)

Type:

bool

use_deform

Enable Bone to deform geometry (default True)

Type:

bool

use_endroll_as_inroll

Add Roll Out of the Start Handle bone to the Roll In value (default False)

Type:

bool

use_envelope_multiply

When deforming bone, multiply effects of Vertex Group weights with Envelope influence (default False)

Type:

bool

use_inherit_rotation

Bone inherits rotation or scale from parent bone (default True)

Type:

bool

use_local_location

Bone location is set in local space (default True)

Type:

bool

use_relative_parent

Object children will use relative transform, like deform (default False)

Type:

bool

use_scale_easing

Multiply the final easing values by the Scale In/Out Y factors (default False)

Type:

bool

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)

bl_system_properties_get(*, do_create=False)

DEBUG ONLY. Internal access to runtime-defined RNA data storage, intended solely for testing and debugging purposes. Do not access it in regular scripting work, and in particular, do not assume that it contains writable data

Parameters:

do_create (bool) – Ensure that system properties are created if they do not exist yet (optional)

Returns:

The system properties root container, or None if there are no system properties stored in this data yet, and its creation was not requested

Return type:

PropertyGroup

evaluate_envelope(point)

Calculate bone envelope at given point

Parameters:

point (mathutils.Vector) – Point, Position in 3d space to evaluate (array of 3 items, in [-inf, inf])

Returns:

Factor, Envelope factor (in [-inf, inf])

Return type:

float

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) – The matrix to transform (multi-dimensional array of 4 * 4 items, in [-inf, inf])

  • matrix_local (mathutils.Matrix) – The custom rest matrix of this bone (Bone.matrix_local) (multi-dimensional array of 4 * 4 items, in [-inf, inf])

  • parent_matrix (mathutils.Matrix) – The custom pose matrix of the parent bone (PoseBone.matrix) (multi-dimensional array of 4 * 4 items, in [-inf, inf], optional)

  • parent_matrix_local (mathutils.Matrix) – The custom rest matrix of the parent bone (Bone.matrix_local) (multi-dimensional array of 4 * 4 items, in [-inf, inf], optional)

  • invert (bool) – Convert from Pose to Local space (optional)

Returns:

The transformed matrix (multi-dimensional array of 4 * 4 items, in [-inf, inf])

Return type:

mathutils.Matrix

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) – The main axis of the bone (tail - head) (array of 3 items, in [-inf, inf], never None)

  • roll (float) – The roll of the bone (in [-inf, inf])

Returns:

The resulting orientation matrix (multi-dimensional array of 3 * 3 items, in [-inf, inf])

Return type:

mathutils.Matrix

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) – The orientation matrix of the bone (multi-dimensional array of 3 * 3 items, in [-inf, inf], never None)

  • axis (Sequence[float]) – The optional override for the axis (finds closest approximation for the matrix) (array of 3 items, in [-inf, inf], optional)

Returns:

result_axis, The main axis of the bone, mathutils.Vector

result_roll, The roll of the bone, float

Return type:

tuple[mathutils.Vector, float]

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.

  • default (bpy.types.Struct | None) – The value to return when not found.

Returns:

The RNA type or default when not found.

Return type:

bpy.types.Struct

classmethod bl_rna_get_subclass_py(id, default=None, /)
Parameters:
  • id (str) – The RNA type identifier.

  • default (type | None) – The value to return when not found.

Returns:

The class or default when not found.

Return type:

type

Inherited Properties

Inherited Functions

References