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tangentConstraint(
[target...] object
, [aimVector=[float, float, float]], [layer=string], [name=string], [remove=boolean], [targetList=boolean], [upVector=[float, float, float]], [weight=float], [weightAliasList=boolean], [worldUpObject=name], [worldUpType=string], [worldUpVector=[float, float, float]])
Note: Strings representing object names and arguments must be separated by commas. This is not depicted in the synopsis.
tangentConstraint is undoable, queryable, and editable.
Constrain an object's orientation based on the tangent of the target
curve[s] at the closest point[s] to the object.
A tangentConstraint takes as input one or more NURBS curves (the
targets) and a DAG transform node (the object). The tangentConstraint
orients the constrained object such that the aimVector (in the
object's local coordinate system) aligns in world space to combined
tangent vector. The upVector (again the the object's local coordinate
system) is aligned in world space with the worldUpVector. The
combined tangent vector is a weighted average of the tangent vector
for each target curve at the point closest to the constrained object.
string[] | Name of the created constraint node |
In query mode, return type is based on queried flag.
aimConstraint, geometryConstraint, normalConstraint, orientConstraint, parentConstraint, pointConstraint, poleVectorConstraint, scaleConstraint
aimVector, layer, name, remove, targetList, upVector, weight, weightAliasList, worldUpObject, worldUpType, worldUpVector
Long name (short name) |
Argument types |
Properties |
name(n)
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string
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Sets the name of the constraint node to the specified
name. Default name is constrainedObjectName_constraintType
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weight(w)
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float
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Sets the weight value for the specified target(s).
If not given at creation time, the default value of 1.0 is used.
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remove(rm)
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boolean
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removes the listed target(s) from the constraint.
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targetList(tl)
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boolean
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Return the list of target objects.
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weightAliasList(wal)
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boolean
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Returns the names of the attributes that control the weight
of the target objects. Aliases are returned in the same order
as the targets are returned by the targetList flag
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layer(l)
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string
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Specify the name of the animation layer where the constraint should be added.
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aimVector(aim)
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[float, float, float]
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Set the aim vector. This is the vector in local
coordinates that points at the target. If not given at creation
time, the default value of (1.0, 0.0, 0.0) is used.
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upVector(u)
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[float, float, float]
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Set local up vector. This is the vector in local
coordinates that aligns with the world up vector. If not given
at creation time, the default value of (0.0, 1.0, 0.0) is used.
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worldUpVector(wu)
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[float, float, float]
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Set world up vector. This is the vector in world
coordinates that up vector should align with.
See -wut/worldUpType (below)for greater detail.
If not given at creation time, the default
value of (0.0, 1.0, 0.0) is used.
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worldUpObject(wuo)
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name
|
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Set the DAG object use for worldUpType "object" and
"objectrotation". See worldUpType for greater detail.
The default value is no up object, which is interpreted
as world space.
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worldUpType(wut)
|
string
|
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Set the type of the world up vector computation.
The worldUpType can have one of 5 values: "scene",
"object", "objectrotation", "vector", or "none".
If the value is "scene", the upVector is
aligned with the up axis of the scene and
worldUpVector and worldUpObject are ignored.
If the value is "object", the upVector is
aimed as closely as possible to the
origin of the space of the worldUpObject and
the worldUpVector is ignored.
If the value is "objectrotation" then the
worldUpVector is interpreted as being in
the coordinate space of the worldUpObject, transformed into
world space and the upVector is aligned as
closely as possible to the result.
If the value is "vector", the upVector
is aligned with worldUpVector as closely as
possible and worldUpMatrix is ignored.
Finally, if the value is "none" no twist calculation
is performed by the constraint, with the resulting "upVector"
orientation based previous orientation of the
constrained object, and the "great circle" rotation needed
to align the aim vector with its constraint.
The default worldUpType is "vector".
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Flag can appear in Create mode of command
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Flag can appear in Edit mode of command
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Flag can appear in Query mode of command
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Flag can have multiple arguments, passed either as a tuple or a list.
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import maya.cmds as cmds
# orients the aim vector of cube1 in it's local coordinate space,
# to the tangent vector of curve1 at the closest point to cube1.
cmds.tangentConstraint( 'curve1', 'cube1' )
# uses the average of the tangents from curve1 and curve2.
cmds.tangentConstraint( 'curve1', 'curve2', 'cube2', w=.1 )
# sets the weight for curve1's effect on cube2 to 10.
cmds.tangentConstraint( 'curve1', 'cube2', e=True, w=10. )
# removes curve2 from cube2's tangentConstraint
cmds.tangentConstraint( 'curve2', 'cube2', e=True, rm=True )
# adds curve3 to cube2's tangent constraint with the default weight
cmds.tangentConstraint( 'curve3', 'cube2' )