pymel.core.effects.runup

runup(*args, **kwargs)

runup plays the scene through a frame of frames, forcing dynamic objects to evaluate as it does so. If no max frame is specified, runup runs up to the current time.

Flags:
Long name (short name) Argument Types Properties
cache (cch) bool ../../../_images/create.gif
 
Cache the state after the runup.
fromPreviousFrame (fpf) bool ../../../_images/create.gif
 
Run up the animation from the previously evaluated frame. If no flag is supplied this is the default.
fromStartFrame (fsf) bool ../../../_images/create.gif
 
Run up the animation from the start frame. If no flag is supplied -fromPreviousFrame is the default.
maxFrame (mxf) time ../../../_images/create.gif
 
Ending time for runup, in current user time units. The runup will always start at the minimum start frame for all dynamic objects.
state (st) bool ../../../_images/create.gif
 
Turns runup and cache on/off. Flag can have multiple arguments, passed either as a tuple or a list.

Derived from mel command maya.cmds.runup

Example:

import pymel.core as pm

pm.runup( mxf=10, cache=True )

# Starts at the minimum start frame of all dynamic objects
# and plays through to frame 10.  This guarantees that the system
# is in the same state it would be as if you had rewound and played
# forward from frame 0.  The state of the dynamic object(s) will be
# cached after the runup.

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