The handle command is used to create, edit, and query a handle within Maya. The standard edit (-e) and query (-q) flags are used for edit and query functions. If there are 2 joints selected and neither -startJoint nor -endEffector flags are not specified, then the handle will be created from the selected joints. If a single joint is selected and neither -startJoint nor -endEffector flags are specified, then the handle will be created with the selected joint as the end- effector and the start joint will be the top of the joint chain containing the end effector. The default values of the flags are: -name ikHandle#-priority 1-weight 1.0-positionWeight 1.0-solver ikRPsolver-forceSolver on- snapHandleFlagToggle on-sticky off-createCurve true-simplifyCurve true-rootOnCurve true-twistType linear-createRootAxis false-parentCurve true-snapCurve false-numSpans 1-rootTwistMode false.These attributes can be specified in creation mode, edited in edit mode (-e) or queried in query mode (-q).
Long name (short name) | Argument Types | Properties | |
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autoPriority (ap) | bool | ||
Specifies that this handle’s priority is assigned automatically. The assigned priority will be based on the hierarchy distance from the root of the skeletal chain to the start joint of the handle. |
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connectEffector (ce) | bool | ||
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createCurve (ccv) | bool | ||
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createRootAxis (cra) | bool | ||
Specifies if a root transform should automatically be created above the joints affected by the ikSplineHandle. This option is used to prevent the root flipping singularity on a motion path. |
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curve (c) | PyNode | ||
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disableHandles (dh) | bool | ||
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enableHandles (eh) | bool | ||
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endEffector (ee) | unicode | ||
Specifies the end-effector of the handle’s joint chain. The end effector may be specified with a joint or an end-effector. If a joint is specified, an end- effector will be created at the same position as the joint and this new end-effector will be used as the end-effector. |
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exists (ex) | unicode | ||
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forceSolver (fs) | bool | ||
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freezeJoints (fj) | bool | ||
Forces the curve, specfied by -curve option, to align itself along the existing joint chain. When false, or unspecified, the joints will be moved to positions along the specified curve. |
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jointList (jl) | bool | ||
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name (n) | unicode | ||
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numSpans (ns) | int | ||
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parentCurve (pcv) | bool | ||
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positionWeight (pw) | float | ||
Specifies the position/orientation weight of a handle. This is used to compute the distancebetween the goal position and the end-effector position. A positionWeight of 1.0 computes the distance as the distance between positions only and ignores the orientations. A positionWeight of 0.0 computes the distance as the distance between the orientations only and ignores the positions. A positionWeight of 0.5 attempts to weight the distances equally but cannot actually compute this due to unit differences. Because there is no way to add linear units and angular units. |
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priority (p) | int | ||
Sets the priority of the handle. Logically, all handles with a lower number priority are solved before any handles with a higher numbered priority. (All handles of priority 1 are solved before any handles of priority 2 and so on.) Handle priorities must be ] 0. |
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rootOnCurve (roc) | bool | ||
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rootTwistMode (rtm) | bool | ||
Specifies whether the start joint is allowed to twist or not. If not, then the required twist is distributed over the remaining joints. This applies to all the twist types. Flag can have multiple arguments, passed either as a tuple or a list. |
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setupForRPsolver (srp) | bool | ||
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simplifyCurve (scv) | bool | ||
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snapCurve (snc) | bool | ||
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snapHandleFlagToggle (shf) | bool | ||
Specifies that the handle position should be snapped to the end-effector position if the end-effector is moved by the user. Setting this flag on allows you to use forward kinematics to pose or adjust your skeleton and then to animate it with inverse kinematics. |
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snapHandleToEffector (see) | bool | ||
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solver (sol) | unicode | ||
Specifies the solver. The complete list of available solvers may not be known until run-time because some of the solvers may be implemented as plug-ins. Currently the only valid solver are ikRPsolver, ikSCsolver and ikSplineSolver. |
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startJoint (sj) | unicode | ||
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sticky (s) | unicode | ||
Specifies that this handle is sticky. Valid values are off, sticky, superSticky. Sticky handles are solved when the skeleton is being manipulated interactively. If a character has sticky feet, the solver will attempt to keep them in the same position as the user moves the character’s root. If they were not sticky, they would move along with the root. |
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twistType (tws) | unicode | ||
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weight (w) | float | ||
Specifies the handles weight in error calculations. The weight only applies when handle goals are in conflict and cannot be solved simultaneously. When this happens, a solution is computed that weights the distancefrom each goal to the solution by the handle’s weight and attempts to minimize this value. The weight must be ]= 0. |
Derived from mel command maya.cmds.ikHandle
Example:
import pymel.core as pm
# Will create a handle from Joint-1 to an end-effector at
# the location of Joint-5 with a priority of 2 and a
# weight of 0.5
#
pm.ikHandle( sj='joint1', ee='joint5', p=2, w=.5 )
# Create a handle called leg from the start joint
# named hip to the end-effector named Ankle.
#
pm.ikHandle( n='Leg', sj='Hip', ee='Ankle' )