pymel.core.animation.tangentConstraint

tangentConstraint(*args, **kwargs)

Constrain an object’s orientation based on the tangent of the target curve[s] at the closest point[s] to the object. A tangentConstraint takes as input one or more NURBS curves (the targets) and a DAG transform node (the object). The tangentConstraint orients the constrained object such that the aimVector (in the object’s local coordinate system) aligns in world space to combined tangent vector. The upVector (again the the object’s local coordinate system) is aligned in world space with the worldUpVector. The combined tangent vector is a weighted average of the tangent vector for each target curve at the point closest to the constrained object.

Maya Bug Fix:
  • when queried, angle offsets would be returned in radians, not current angle unit
Modifications:
  • added new syntax for querying the weight of a target object, by passing the constraint first:

    aimConstraint( 'pCube1_aimConstraint1', q=1, weight ='pSphere1' )
    aimConstraint( 'pCube1_aimConstraint1', q=1, weight =['pSphere1', 'pCylinder1'] )
    aimConstraint( 'pCube1_aimConstraint1', q=1, weight =[] )
    

Flags:

Long Name / Short Name Argument Types Properties
aimVector / aim float, float, float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Set the aim vector. This is the vector in local coordinates that points at the target. If not given at creation time, the default value of (1.0, 0.0, 0.0) is used.
layer / l unicode ../../../_images/create.gif ../../../_images/edit.gif
  Specify the name of the animation layer where the constraint should be added.
name / n unicode ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Sets the name of the constraint node to the specified name. Default name is constrainedObjectName_constraintType
remove / rm bool ../../../_images/edit.gif
  removes the listed target(s) from the constraint.
targetList / tl bool ../../../_images/query.gif
  Return the list of target objects.
upVector / u float, float, float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Set local up vector. This is the vector in local coordinates that aligns with the world up vector. If not given at creation time, the default value of (0.0, 1.0, 0.0) is used.
weight / w float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Sets the weight value for the specified target(s). If not given at creation time, the default value of 1.0 is used.
weightAliasList / wal bool ../../../_images/query.gif
  Returns the names of the attributes that control the weight of the target objects. Aliases are returned in the same order as the targets are returned by the targetList flag
worldUpObject / wuo PyNode ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Set the DAG object use for worldUpType objectand objectrotation. See worldUpType for greater detail. The default value is no up object, which is interpreted as world space.
worldUpType / wut unicode ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Set the type of the world up vector computation. The worldUpType can have one of 5 values: scene, object, objectrotation, vector, or none. If the value is scene, the upVector is aligned with the up axis of the scene and worldUpVector and worldUpObject are ignored. If the value is object, the upVector is aimed as closely as possible to the origin of the space of the worldUpObject and the worldUpVector is ignored. If the value is objectrotationthen the worldUpVector is interpreted as being in the coordinate space of the worldUpObject, transformed into world space and the upVector is aligned as closely as possible to the result. If the value is vector, the upVector is aligned with worldUpVector as closely as possible and worldUpMatrix is ignored. Finally, if the value is noneno twist calculation is performed by the constraint, with the resulting upVectororientation based previous orientation of the constrained object, and the great circlerotation needed to align the aim vector with its constraint. The default worldUpType is vector.
worldUpVector / wu float, float, float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Set world up vector. This is the vector in world coordinates that up vector should align with. See -wut/worldUpType (below)for greater detail. If not given at creation time, the default value of (0.0, 1.0, 0.0) is used. Flag can have multiple arguments, passed either as a tuple or a list.

Derived from mel command maya.cmds.tangentConstraint

Example:

import pymel.core as pm

# orients the aim vector of cube1 in it's local coordinate space,
# to the tangent vector of curve1 at the closest point to  cube1.
pm.tangentConstraint( 'curve1', 'cube1' )

# uses the average of the tangents from curve1 and curve2.
pm.tangentConstraint( 'curve1', 'curve2', 'cube2', w=.1 )

# sets the weight for curve1's effect on cube2 to 10.
pm.tangentConstraint( 'curve1', 'cube2', e=True, w=10. )

# removes curve2 from cube2's tangentConstraint
pm.tangentConstraint( 'curve2', 'cube2', e=True, rm=True )

# adds curve3 to cube2's tangent constraint with the default weight
pm.tangentConstraint( 'curve3', 'cube2' )