pymel.core.effects¶
Functions related to fx
Functions
addDynamic | Makes the objectspecified as second argument the source of an existing field or emitter specified as the first argument. |
addPP | Adds per-point (per-cv, per-vertex, or per-particle) attribute capability for an attribute of an emitter or field. |
air | The air field simulates the effects of moving air. |
arrayMapper | Create an arrayMapper node and connect it to a target object. |
collision | The collision command causes particles to collide with geometry. |
colorAtPoint | The colorAtPointcommand is used to query textures or ocean shaders at passed in uv coordinates. |
connectDynamic | Dynamic connection specifies that the force fields, emitters, or collisions of an object affect another dynamic object. |
constrain | This command constrains rigid bodies to the world or other rigid bodies. |
drag | Drag exerts a friction, or braking force proportional to the speed of a moving object. |
dynCache | Cache the current state of all particle shapes at the current time. |
dynControl | Flags: |
dynExport | Export particle data to disk files. |
dynExpression | This command describes an expression that belongs to the specified particle shape. |
dynGlobals | This node edits and queries the attributes of the active dynGlobals node in the scene. |
dynPaintEditor | Create a editor window that can be painted into |
dynPref | This action modifies and queries the current state of autoCreate rigid bodies, run up to current time, and run up from(previous time or start time). |
emit | The emitaction allows users to add particles to an existing particle object without the use of an emitter. |
emitter | Creates an emitter object. |
event | The event command assigns collision events to a particle object. |
expression | This command describes an expression that belongs to the current scene. |
expressionEditorListen | Listens for messages for the Expression Editor, at its request, and communicates them to it. |
fluidCacheInfo | A command to get information about the fluids cache. |
fluidEmitter | Creates an emitter object. |
fluidVoxelInfo | Provides basic information about the mapping of a fluid voxel grid into world- or object space of the fluid. |
getDefaultBrush | The command returns the name of the default Paint Effects brush. |
getFluidAttr | Returns values of built-in fluid attributes such as density, velocity, etc., for individual grid cells or for all cells in the grid. |
getParticleAttr | This action will return either an array of values, or the average value and maximum offset, for a specied per-particle attribute of a particle object or component. |
goal | Specifies the given objects as being goals for the given particle object. |
gravity | A gravity field simulates the Earth’s gravitational force. |
loadFluid | A command to set builtin fluid attributes such as Density, Velocity, etc for all cells in the grid from the initial state cache In query mode, return type is based on queried flag. |
nBase | Edits one or more nBase objects. |
nParticle | The nParticle command creates a new nParticle object from a list of world space points. |
nSoft | Makes a nSoft body from the object(s) passed on the command line or in the selection list. |
newton | A Newton field pulls an object towards the exerting object with force dependent on the exerting object’s mass, using Newton’s universal law of gravitation. |
paintEffectsDisplay | Command to set the global display methods for paint effects items In query mode, return type is based on queried flag. |
particle | The particle command creates a new particle object from a list of world space points. |
particleExists | This command is used to query if a particle or soft object with the given name exists. |
particleFill | This command generates an nParticle system that fills the selected object with a grid of particles. |
particleInstancer | This command is used to create a particle instancer node and set the proper attributes in the particle shape and in the instancer node. |
particleRenderInfo | This action provides information access to the particle render subclasses. |
pfxstrokes | This command will loop through all the Paint Effects strokes, including pfxHair nodes, and write the current state of all the tubes to a file. |
radial | A radial field pushes objects directly towards or directly away from it, like a magnet. |
resampleFluid | A command to extend the fluid grid, keeping the voxels the same size, and keeping the existing contents of the fluid in the same place. |
rigidBody | This command creates a rigid body from a polygonal or nurbs surface. |
rigidSolver | This command sets the attributes for the rigid solver In query mode, return type is based on queried flag. |
runup | runup plays the scene through a frame of frames, forcing dynamic objects to evaluate as it does so. If no max frame is |
saveFluid | A command to save the current state of the fluid to the initial state cache. |
saveInitialState | saveInitialState saves the current state of dynamics objects as the initial state. A dynamic object is a particle |
setDynamic | setDynamic sets the isDynamic attribute of particle objects on or off. If no objects are specified, it sets the |
setFluidAttr | Sets values of built-in fluid attributes such as density, velocity, etc., for individual grid cells or for all cells in the grid. |
setParticleAttr | This action will set the value of the chosen attribute for every particle or selected component in the selected or passed particle object. |
soft | Makes a soft body from the object(s) passed on the command line or in the selection list. |
spring | The spring command can do any of the following:* create a new spring object (shape plus transform). |
stroke | The stroke command creates a new Paint Effects stroke node. |
truncateFluidCache | This command sets the end time of a fluid cache to the current time. |
truncateHairCache | This command sets the end time of a hair cache to the current time. |
turbulence | A turbulence field causes irregularities (also called ‘noise’ or ‘jitter’) in the motion of affected objects. |
uniform | A uniform field pushes objects in a fixed direction. |
volumeAxis | A volume axis field can push particles in four directions, defined with respect to a volume: along the axis, away from the axis or center, around the axis, and in a user-specified direction. |
vortex | A vortex field pulls objects in a circular direction, like a whirlpool or tornado. |