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The Controller node is a special type of set. It is used to gather together animatable attributes. These attributes can then be animated and edited in unison.

Controller sets may only contain animatable attributes and other keying groups.

Objects within keying groups can be designated activator objects. When a key is set on an activator object, it triggers keyframing of the other objects within the Controller.

Maya also maintains a global Controller filter preference which can be used to globally enable/disable all Controllers or to specify particular Controllers to be active. The category attribute may be used to designate a filter-able Controller type.

Node nameParentsClassificationMFn typeCompatible function sets
controllernodeanimationkControllerTagkBase
kNamedObject
kDependencyNode
kSet
kControllerTag

Attributes (7)

children, controllerObject, cycleWalkSibling, parent, parentprepopulate, prepopulate, visibilityMode

Long name (short name)TypeDefaultFlags
children (child) Messagen/aarrayoutputinputconnectable
list children controller node.
controllerObject (act) Messagen/aoutputinputconnectable
Objects which is tagged as a controller.
cycleWalkSibling (cwsb) boolfalseoutputinputconnectablestorable
Indicate wether or not that left/right pickWalk should cycle within its children.
parent (pare) Messagen/aoutputinputconnectable
Controller Parent.
parentprepopulate (ppp) bool1outputinputconnectablestorable
Specify whether or not EvaluationManager will be prepoluated parent using keyable attributes on associated node object.
prepopulate (prep) bool1outputinputconnectablestorable
Specify whether or not EvaluationManager will be prepoluated using keyable attributes on associated node object.
visibilityMode (vism) enum0outputinputconnectablestorable
Indicate when to show/hide the controller Object.