user: How do I use Bpy.Types.Editbone in Blender? Include parameters, examples, warnings and best practices.

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Note You are not using the most up to date version of the documentation. is the newest version. Back to top Toggle Light / Dark / Auto color theme Toggle table of contents sidebar 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_custom_handle_end ¶ Bone that serves as the end handle for the B-Bone curve Type : EditBone bbone_custom_handle_start ¶ Bone that serves as the start handle for the B-Bone curve Type : EditBone 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 collections ¶ Bone Collections that contain this bone Type : bpy_prop_collection of BoneCollection , (readonly) color ¶ Type : BoneColor , (readonly) display_type ¶ ARMATURE_DEFINED Armature Defined – Use display mode from armature (default). OCTAHEDRAL Octahedral – Display bones as octahed