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 poleVectorConstraint

Constraint nodes

Character nodes
 
                
               
             
             
            
            pairBlend
          
       
       
       
       
      The pairBlend node
         is automatically generated when both keyframe animation and a constraint
         are applied to an object. Once the animation and constraint are
         linked to the pairBlend node,
         you can modify the weight of the Animation-Constraint blend to generate
         various effects. See 
                  Blend Weights in the Channel Box.
      
      
         - In
            the dependency graph (DG), the pairBlend node
            functions as a link between constraints, keyframe animation, and
            the object to which both are applied. The pairBlend node
            connections resemble the following: all target objects connect to
            the constraint node, the constraint node and keyframe animation
            connect to the pairBlend node,
            and the pairBlend node
            connects to the object.
         
When multiple constraints are applied to the
         same object, a separate pairBlend node
         is created for each constraint and the keyframe animation channels
         of the constrained object connect to the same pairBlend node
         as their related constraints.
      
      
      pairBlend Attributes
         Translate X Mode
            Select one of the following options:
            
            
               - Blend Inputs
- 
                  
                     The blended X translation of Input 1 and Input 2
                        controls the driven object’s X translation.
                      
 
- Input 1 only
- 
                  
                     The X translation of Input 1 controls the X translation
                        of the driven object.
                      
 
- Input 2 only
- 
                  
                     The X translation of Input 2 controls the X translation
                        of the driven object.
                      
 
Translate Y Mode
            Select one of the following options:
            
            
               - Blend Inputs
- 
                  
                     The blended Y translation of Input 1 and Input 2
                        controls the driven object’s Y translation.
                      
 
- Input 1 only
- 
                  
                     The Y translation of Input 1 controls the Y translation
                        of the driven object.
                      
 
- Input 2 only
- 
                  
                     The Y translation of Input 2 controls the Y translation
                        of the driven object.
                      
 
Translate Z Mode
            Select one of the following options:
            
            
               - Blend Inputs
- 
                  
                     The blended Z translation of Input 1 and Input 2
                        controls the driven object’s Z translation.
                      
 
- Input 1 only
- 
                  
                     The Z translation of Input 1 controls the Z translation
                        of the driven object.
                      
 
- Input 2 only
- 
                  
                     The Z translation of Input 2 controls the Z translation
                        of the driven object.
                      
 
Rotate Mode
            Rotation is calculated by blending the rotation of
               the specified inputs along all axes.
            
            
               - Blend Inputs
- 
                  
                     The blended X, Y, and Z rotation of Input 1
                        and Input 2 controls the driven object’s rotation along all axes.
                      
 
- Input 1 only
- 
                  
                     The X, Y, and Z rotation of Input 1 controls
                        the driven object’s rotation along all axes.
                      
 
- Input 2 only
- 
                  
                     The X, Y, and Z rotation of Input 2 controls
                        the driven object’s rotation along all axes.
                      
 
Rot Interpolation
            For more information, see 
                        Animated rotation in Maya.
            
            
               - Euler Angles
- 
                  
                     Use Euler Angles when
                        the pairBlend weight value is between
                        0 (driven by keyframes) and 1 (driven by the constraint). Euler
                           Angles is the default rotation interpolation.
                      NoteEuler angles may cause flipping when used to
                           interpolate between keyframes and constraints. If this occurs, we
                           recommend that you switch to quaternion rotation.
                         
 
- Quaternions
- 
                  
                     Quaternions smoothly interpolate the keyframe-constraint
                        blend without producing anomalies (such as flipping). Use Quaternion when
                        the pairBlend weight value is 1
                        or 0.
                      
 
Current Driver
            Sets what is currently driving the selected object. 
            
         
            - Weight
- 
               
                  Displays a blend value that determines the amount
                     of influence that the constraint and keyframe animation have on
                     the constrained object. This field is read-only. See 
                              Blend Constraintn.
                   
 
- In Translate
- 
               
                  The In Translate fields
                     display the X, Y, and Z translation values for Input 1 and Input
                     2. n represents the input number.
                   
 
- In Rotate
- 
               
                  The In Rotate fields
                     display the X, Y, and Z rotation values for Input 1 and Input 2.
                     n represents the input number.
                   
 
- Caching
- 
               
                  Unlike other cache data in Maya (for example, caches
                     in Dynamics, Maya® nCloth™, Maya® Classic Cloth™, and Maya® Fluid Effects™), the cache data for pairBlend is
                     also an animation curve. See 
                              Caching.
                   
 
- Node State
- 
               
            
Blend Weights in the Channel
               Box
         NoteWhen the driven object is selected, all
               its target and blend weight values can be viewed in the Channel
                  Box under SHAPES > objectn_typeConstraintn or INPUTS
                  > pairBlendn.
            
         
            - Blend Constraintn
- 
               
                  The keyframe animation-constraint blend value determines
                     the amount of influence that the constraint and keyframe animation
                     have on the constrained object. If the value is 0, the keyframe
                     animation has total control over the constrained object’s transformations.
                     If the value is 1, the constraint has total control over the constrained
                     object’s transformations.
                   
 
If there are more than one of the same type
         of constraint applied to the object, n stands for the constraint
         number. This value appears in the pairBlend node’s
         attributes as Weight.