class counterpart of mel function ikHandle
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).
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.
Derived from mel command maya.cmds.ikHandle
This option is set to true as default, meaning that end-effector translate is connected with the endJoint translate.
Derived from mel command maya.cmds.ikHandle
set given handles to full fk (ikBlend attribute = 0.0)
Derived from mel command maya.cmds.ikHandle
set given handles to full ik (ikBlend attribute = 1.0)
Derived from mel command maya.cmds.ikHandle
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.
Derived from mel command maya.cmds.ikHandle
Specifies the curve to be used by the ikSplineHandle. Joints will be moved to align with this curve. This flag is mandatory if you use the -freezeJoints option.
Derived from mel command maya.cmds.ikHandle
Get a dag path to the end-effector of the handle’s joint chain.
Return type: | PyNode |
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Derived from api method maya.OpenMayaAnim.MFnIkHandle.getEffector
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.
Derived from mel command maya.cmds.ikHandle
Forces the solver to be used everytime. It could also be known as animSticky. So, after you set the first key the handle is sticky.
Derived from mel command maya.cmds.ikHandle
Returns the list of joints that the handle is manipulating.
Derived from mel command maya.cmds.ikHandle
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.
Derived from mel command maya.cmds.ikHandle
Get the priority of this handle in case a solution is affected by more than one handle.
Return type: | int |
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Derived from api method maya.OpenMayaAnim.MFnIkHandle.priority
Specifies if the root is locked onto the curve of the ikSplineHandle.
Derived from mel command maya.cmds.ikHandle
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.
Derived from mel command maya.cmds.ikHandle
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.
Derived from mel command maya.cmds.ikHandle
Returns the solver attached to this handle.
Return type: | PyNode |
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Derived from api method maya.OpenMayaAnim.MFnIkHandle.solver
This method will get a dag path to the starting joint of the handle’s joint chain.
Return type: | PyNode |
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Derived from api method maya.OpenMayaAnim.MFnIkHandle.getStartJoint
Get the stickiness of this handle.
Return type: | IkHandle.Stickiness |
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Derived from api method maya.OpenMayaAnim.MFnIkHandle.stickiness
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.
Derived from mel command maya.cmds.ikHandle
Specifies the type of interpolation to be used by the ikSplineHandle. The interpolation options are linear, easeIn, easeOut, and easeInOut.
Derived from mel command maya.cmds.ikHandle
Get 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 “distance” from each goal to the solution by the handle’s weight and attempts to minimize this value. The weight must be >= 0.
Return type: | float |
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Derived from api method maya.OpenMayaAnim.MFnIkHandle.weight
Gets the position/orientation weight of a handle. This is used to compute the “distance” between the goal position and the end-effector position.
Return type: | float |
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Derived from api method maya.OpenMayaAnim.MFnIkHandle.poWeight
Specifies the curve to be used by the ikSplineHandle. Joints will be moved to align with this curve. This flag is mandatory if you use the -freezeJoints option.
Derived from mel command maya.cmds.ikHandle
Set the dag path to the end-effector of the handle’s joint chain. The end-effector/joint must be on the same skeletal chain as the start joint or this method will fail.
Parameters : |
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Derived from api method maya.OpenMayaAnim.MFnIkHandle.setEffector
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.
Derived from mel command maya.cmds.ikHandle
Forces the solver to be used everytime. It could also be known as animSticky. So, after you set the first key the handle is sticky.
Derived from mel command maya.cmds.ikHandle
Sets the position/orientation weight of a handle. This is used to compute the “distance” between the goal position and the end-effector position.
Parameters : |
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Derived from api method maya.OpenMayaAnim.MFnIkHandle.setPOWeight
Undo is not currently supported for this method
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.
Derived from mel command maya.cmds.ikHandle
Set the priority of this handle in case a solution is affected by more than one handle
Parameters : |
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Derived from api method maya.OpenMayaAnim.MFnIkHandle.setPriority
Specifies if the root is locked onto the curve of the ikSplineHandle.
Derived from mel command maya.cmds.ikHandle
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.
Derived from mel command maya.cmds.ikHandle
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.
Derived from mel command maya.cmds.ikHandle
Set the solver for this handle.
Parameters : |
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Derived from api method maya.OpenMayaAnim.MFnIkHandle.setSolver
This method will set the dag path for the starting joint of the handle’s joint chain. The start joint must be on the same skeletal chain as the end effector or this method will fail.
Parameters : |
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Derived from api method maya.OpenMayaAnim.MFnIkHandle.setStartJoint
This method will set the dag path for the starting joint and the end-effector of the handle’s joint chain. This method must be used when setting the joints for a handle that are in a different skeletal chain then the current one.
Parameters : |
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Derived from api method maya.OpenMayaAnim.MFnIkHandle.setStartJointAndEffector
Undo is not currently supported for this method
Set the stickiness of this handle. 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.
Parameters : |
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Derived from api method maya.OpenMayaAnim.MFnIkHandle.setStickiness
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.
Derived from mel command maya.cmds.ikHandle
Specifies the type of interpolation to be used by the ikSplineHandle. The interpolation options are linear, easeIn, easeOut, and easeInOut.
Derived from mel command maya.cmds.ikHandle
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 “distance” from each goal to the solution by the handle’s weight and attempts to minimize this value. The weight must be >= 0.
Parameters : |
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Derived from api method maya.OpenMayaAnim.MFnIkHandle.setWeight
If the flag is set and ikSolver is ikRPsolver, call RPRotateSetup for the new ikHandle. It is for ikRPsolver only.
Derived from mel command maya.cmds.ikHandle
All handles are immediately moved so that the handle position and orientation matches the end-effector position and orientation.
Derived from mel command maya.cmds.ikHandle