pymel.core.effects.runup

runup(*args, **kwargs)

runup plays the scene through a frame of frames, forcing dynamic objects to evaluate as it does so. If no max frame is specified, runup runs up to the current time.

Flags:

Long Name / Short Name Argument Types Properties
cache / cch bool ../../../_images/create.gif
  Cache the state after the runup.
fromPreviousFrame / fpf bool ../../../_images/create.gif
  Run up the animation from the previously evaluated frame. If no flag is supplied this is the default.
fromStartFrame / fsf bool ../../../_images/create.gif
  Run up the animation from the start frame. If no flag is supplied -fromPreviousFrame is the default.
maxFrame / mxf time ../../../_images/create.gif
  Ending time for runup, in current user time units. The runup will always start at the minimum start frame for all dynamic objects.
state / st bool ../../../_images/create.gif
  Turns runup and cache on/off. Flag can have multiple arguments, passed either as a tuple or a list.

Derived from mel command maya.cmds.runup

Example:

import pymel.core as pm

pm.runup( mxf=10, cache=True )

# Starts at the minimum start frame of all dynamic objects
# and plays through to frame 10.  This guarantees that the system
# is in the same state it would be as if you had rewound and played
# forward from frame 0.  The state of the dynamic object(s) will be
# cached after the runup.