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Synopsis

angleBetween [-caching boolean] [-constructionHistory boolean] [-euler] [-nodeState int] [-vector1 linear linear linear] [-vector1X linear] [-vector1Y linear] [-vector1Z linear] [-vector2 linear linear linear] [-vector2X linear] [-vector2Y linear] [-vector2Z linear]

angleBetween is undoable, NOT queryable, and NOT editable.

Returns the axis and angle required to rotate one vector onto another. If the construction history (ch) flag is ON, then the name of the new dependency node is returned.

Return value

float[]3 Euler angles or axis and angle
stringWhen constructionHistory flag is used.

Flags

caching, constructionHistory, euler, nodeState, vector1, vector1X, vector1Y, vector1Z, vector2, vector2X, vector2Y, vector2Z
Long name (short name) Argument types Properties
Common flags
-caching(-cch) boolean create
Toggle caching for all attributes so that no recomputation is needed
-constructionHistory(-ch) boolean create
Turn the construction history on or off.
-euler(-er) create
return the rotation as 3 Euler angles instead of axis + angle
-nodeState(-nds) int create

Maya dependency nodes have 6 possible states. The Normal (0), HasNoEffect (1), and Blocking (2) states can be used to alter how the graph is evaluated.

The Waiting-Normal (3), Waiting-HasNoEffect (4), Waiting-Blocking (5) are for internal use only. They temporarily shut off parts of the graph during interaction (e.g., manipulation). The understanding is that once the operation is done, the state will be reset appropriately, e.g. Waiting-Blocking will reset back to Blocking.

The Normal and Blocking cases apply to all nodes, while HasNoEffect is node specific; many nodes do not support this option. Plug-ins store state in the MPxNode::state attribute. Anyone can set it or check this attribute. Additional details about each of these 3 states follow.

State Description
Normal The normal node state. This is the default.
HasNoEffect

The HasNoEffect option (a.k.a. pass-through), is used in cases where there is an operation on an input producing an output of the same data type. Nearly all deformers support this state, as do a few other nodes. As stated earlier, it is not supported by all nodes.

It’s typical to implement support for the HasNoEffect state in the node’s compute method and to perform appropriate operations. Plug-ins can also support HasNoEffect.

The usual implementation of this state is to copy the input directly to the matching output without applying the algorithm in the node. For deformers, applying this state leaves the input geometry undeformed on the output.

Blocking

This is implemented in the depend node base class and applies to all nodes. Blocking is applied during the evaluation phase to connections. An evaluation request to a blocked connection will return as failures, causing the destination plug to retain its current value. Dirty propagation is indirectly affected by this state since blocked connections are never cleaned.

When a node is set to Blocking the behavior is supposed to be the same as if all outgoing connections were broken. As long as nobody requests evaluation of the blocked node directly it won’t evaluate after that. Note that a blocked node will still respond to getAttr requests but a getAttr on a downstream node will not reevaluate the blocked node.

Setting the root transform of a hierarchy to Blocking won’t automatically influence child transforms in the hierarchy. To do this, you’d need to explicitly set all child nodes to the Blocking state.

For example, to set all child transforms to Blocking, you could use the following script.


import maya.cmds as cmds
def blockTree(root):
nodesToBlock = []
for node in {child:1 for child in cmds.listRelatives( root, path=True, allDescendents=True )}.keys():
nodesToBlock += cmds.listConnections(node, source=True, destination=True )
for node in {source:1 for source in nodesToBlock}.keys():
cmds.setAttr( '%s.nodeState' % node, 2 )

Applying this script would continue to draw objects but things would not be animated.


Default: kdnNormal
-vector1(-v1) linear linear linear create
vector from which to compute the rotation
-vector1X(-v1x) linear create
X coordinate of the vector from which to compute the rotation
-vector1Y(-v1y) linear create
Y coordinate of the vector from which to compute the rotation
-vector1Z(-v1z) linear create
Z coordinate of the vector from which to compute the rotation
-vector2(-v2) linear linear linear create
vector to which to compute the rotation
-vector2X(-v2x) linear create
X coordinate of the vector to which to compute the rotation
-vector2Y(-v2y) linear create
Y coordinate of the vector to which to compute the rotation
-vector2Z(-v2z) linear create
Z coordinate of the vector to which to compute the rotation

Flag can appear in Create mode of command Flag can appear in Edit mode of command
Flag can appear in Query mode of command Flag can be used more than once in a command.

MEL examples

// To find the euler angle between these two vectors.  The result is three
// angles in the current angular unit.  In this example, the first vector
// must be rotated -63.434949 degrees about the X axis, 16.60155 degrees
// about the Y axis and -26.565051 degrees about the Z axis to achieve
// the second vector.

angleBetween -euler -v1 0.0 1.0 2.0 -v2 1.0 2.0 0.0;
// Result: -63.434949 16.60155 -26.565051 //

// To find the angle between these two vectors.  The result is an axis and
// an angle (in the current angular unit).  In this example, the first
// vector must be rotated 66.421822 degrees about the axis
// (-0.8728716, 0.4364358, -0.2182179) to achieve the second vector.

angleBetween -v1 0.0 1.0 2.0 -v2 1.0 2.0 0.0;
// Result: -0.8728716 0.4364358 -0.2182179 66.421822 //

// How to create a dependency node that calculates the angle between two
// vectors. This example shows how the (x,z) position of a sphere
// can be used to control the rotate factors (about y) of a cone shape.

string $angleBtwnNode = `angleBetween -v1 1 0 0 -v2 1 0 0 -ch on`;
string $sphere[] = `sphere -ch off`;
move 5 0 5 $sphere[0];
connectAttr ($sphere[0]+".translateX") ($angleBtwnNode+".vector2X");
connectAttr ($sphere[0]+".translateZ") ($angleBtwnNode+".vector2Z");

string $cone[] = `cone -ch off`;
string $convert = `createNode unitConversion`;
connectAttr ($angleBtwnNode+".eulerY") ($convert+".input");
connectAttr ($convert+".output") ($cone[0]+".rotateY");