Long name (short name) 
Argument types 
Properties 

Common poly modifier operation flags 
attraction(att)

float



Attraction, related to magnet.
The range is [2.0, 2.0].
Default: 0.0


caching(cch)

boolean



Toggle caching for all attributes so that no recomputation is needed


constructionHistory(ch)

boolean



Turn the construction history on or off (where applicable). If
construction history is on then the corresponding node will be
inserted into the history chain for the mesh. If construction history
is off then the operation will be performed directly on the object.
Note: If the object already has construction history then
this flag is ignored and the node will always be inserted into
the history chain.


gain(ga)

float



Gain factor per component. Can be painted using Artisan.
Default: 1.0


gravity(g)

linear linear linear



The gravity vector.
Default: 0.0, 1.0, 0.0


gravityX(gx)

linear



gravityY(gy)

linear



gravityZ(gz)

linear



localCenter(lc)

int



Local center on the edge : 0=Middle point, 1=Start point, 2=End point.
Default: 0


localDirection(ld)

linear linear linear



Direction to determine X axis for local space.
Default: 1.0, 0.0, 0.0


localDirectionX(ldx)

linear



localDirectionY(ldy)

linear



localDirectionZ(ldz)

linear



localRotate(lr)

angle angle angle



The local rotations.
Default: 0.0, 0.0, 0.0


localRotateX(lrx)

angle



Local rotate X coord.
The range is [0, 360].


localRotateY(lry)

angle



Local rotate Y coord.
The range is [0, 360].


localRotateZ(lrz)

angle



Local rotate Z coord : Rotation along the normal.
The range is [0, 360].


localScale(ls)

float float float



Local Scale.
Default: 1.0, 1.0, 1.0


localScaleX(lsx)

float



localScaleY(lsy)

float



localScaleZ(lsz)

float



localTranslate(lt)

linear linear linear



Local translate.
Default: 0.0, 0.0, 0.0


localTranslateX(ltx)

linear



Local translation X coord.


localTranslateY(lty)

linear



Local translation Y coord.


localTranslateZ(ltz)

linear



Local translation Z coord : Move along the normal.


magnX(mx)

linear



magnY(my)

linear



magnZ(mz)

linear



magnet(m)

linear linear linear



The magnet vector.
Default: 0.0, 0.0, 0.0


name(n)

string



Give a name to the resulting node.


nodeState(nds)

int



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 WaitingNormal (3), WaitingHasNoEffect (4), WaitingBlocking (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. WaitingBlocking 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.
Plugins 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. passthrough), 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.
Plugins 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


offset(off)

float



Local offset. Faces are moved this distance towards the inside of the face.
Default: 0.0


pivot(pvt)

linear linear linear



The pivot for scaling and rotation.
Default: 0.0, 0.0, 0.0


pivotX(pvx)

linear



pivotY(pvy)

linear



pivotZ(pvz)

linear



random(ran)

float



Random value for all parameters.
Default: 0.0


rotate(ro)

angle angle angle



Rotation angles around X, Y, Z.
Default: 0.0, 0.0, 0.0


rotateX(rx)

angle



rotateY(ry)

angle



rotateZ(rz)

angle



scale(s)

float float float



Scaling vector.
Default: 1.0, 1.0, 1.0


scaleX(sx)

float



scaleY(sy)

float



scaleZ(sz)

float



translate(t)

linear linear linear



Translation vector.
Default: 0.0, 0.0, 0.0


translateX(tx)

linear



translateY(ty)

linear



translateZ(tz)

linear



weight(w)

float



The weight, related to gravity.
Default: 0.0


worldSpace(ws)

boolean



This flag specifies which reference to use.
If "on" : all geometrical values are taken in world reference.
If "off" : all geometrical values are taken in object reference.
C: Default is off.
Q: When queried, this flag returns an int.

