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selectPriority([allComponents=int], [allObjects=int], [animBreakdown=int], [animCurve=int], [animInTangent=int], [animKeyframe=int], [animOutTangent=int], [camera=int], [cluster=int], [collisionModel=int], [controlVertex=int], [curve=int], [curveKnot=int], [curveOnSurface=int], [curveParameterPoint=int], [dimension=int], [dynamicConstraint=int], [edge=int], [editPoint=int], [emitter=int], [facet=int], [field=int], [fluid=int], [follicle=int], [hairSystem=int], [handle=int], [hull=int], [ikEndEffector=int], [ikHandle=int], [imagePlane=int], [implicitGeometry=int], [isoparm=int], [joint=int], [jointPivot=int], [lattice=int], [latticePoint=int], [light=int], [localRotationAxis=int], [locator=int], [locatorUV=int], [locatorXYZ=int], [nCloth=int], [nRigid=int], [nonlinear=int], [nurbsCurve=int], [nurbsSurface=int], [orientationLocator=int], [particle=int], [particleShape=int], [plane=int], [polymesh=int], [polymeshEdge=int], [polymeshFace=int], [polymeshFreeEdge=int], [polymeshUV=int], [polymeshVertex=int], [polymeshVtxFace=int], [rigidBody=int], [rigidConstraint=int], [rotatePivot=int], [scalePivot=int], [sculpt=int], [selectHandle=int], [spring=int], [springComponent=int], [stroke=int], [subdiv=int], [subdivMeshEdge=int], [subdivMeshFace=int], [subdivMeshPoint=int], [subdivMeshUV=int], [surfaceEdge=int], [surfaceFace=int], [surfaceKnot=int], [surfaceParameterPoint=int], [surfaceRange=int], [texture=int], [vertex=int])
Note: Strings representing object names and arguments must be separated by commas. This is not depicted in the synopsis.
selectPriority is undoable, queryable, and editable.
The selectPriority command is used to change the selection priority of particular types of objects that can be selected when using the select tool. It accepts no other arguments besides the flags. These flags are the same as used by the 'selectType' command.int if a query operation
In query mode, return type is based on queried flag.
Long name (short name) | argument types | Properties | ||
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allObjects(alo)
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int
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handle(ha)
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int
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ikHandle(ikh)
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int
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joint(j)
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int
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light(lt)
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int
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camera(ca)
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int
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lattice(la)
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int
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cluster(cl)
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int
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sculpt(sc)
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int
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nonlinear(nl)
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int
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nurbsCurve(nc)
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int
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nurbsSurface(ns)
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int
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curveOnSurface(cos)
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int
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stroke(str)
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int
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polymesh(p)
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int
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plane(pl)
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int
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subdiv(sd)
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int
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particleShape(ps)
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int
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emitter(em)
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int
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field(fi)
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int
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fluid(fl)
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int
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hairSystem(hs)
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int
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follicle(fo)
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int
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nCloth(ncl)
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int
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nRigid(nr)
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int
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dynamicConstraint(dc)
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int
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collisionModel(clm)
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int
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spring(spr)
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int
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rigidBody(rb)
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int
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rigidConstraint(rc)
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int
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locatorXYZ(xyz)
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int
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orientationLocator(ol)
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int
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locatorUV(luv)
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int
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dimension(dim)
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int
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texture(tx)
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int
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implicitGeometry(ig)
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int
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imagePlane(ip)
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int
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locator(lc)
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int
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curve(c)
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int
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allComponents(alc)
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int
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controlVertex(cv)
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int
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hull(hl)
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int
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editPoint(ep)
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int
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polymeshVertex(pv)
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int
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polymeshEdge(pe)
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int
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polymeshFreeEdge(pfe)
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int
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polymeshFace(pf)
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int
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polymeshUV(puv)
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int
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polymeshVtxFace(pvf)
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int
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vertex(v)
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int
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edge(eg)
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int
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facet(fc)
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int
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curveParameterPoint(cpp)
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int
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curveKnot(ck)
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int
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surfaceParameterPoint(spp)
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int
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surfaceKnot(sk)
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int
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surfaceRange(sr)
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int
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surfaceEdge(se)
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int
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surfaceFace(sf)
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int
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isoparm(iso)
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int
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subdivMeshPoint(smp)
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int
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subdivMeshEdge(sme)
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int
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subdivMeshFace(smf)
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int
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subdivMeshUV(smu)
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int
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latticePoint(lp)
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int
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particle(pr)
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int
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springComponent(spc)
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int
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jointPivot(jp)
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int
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ikEndEffector(iee)
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int
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scalePivot(sp)
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int
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rotatePivot(rp)
|
int
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selectHandle(sh)
|
int
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localRotationAxis(ra)
|
int
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animCurve(ac)
|
int
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animKeyframe(ak)
|
int
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animInTangent(ait)
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int
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animOutTangent(aot)
|
int
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animBreakdown(abd)
|
int
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import maya.cmds as cmds cmds.selectPriority( q=True, nurbsCurve=True ) cmds.selectPriority( nurbsCurve=10 ) cmds.selectPriority( handle=9, ikHandle=8 )