Go to: Synopsis. Return value. Flags. Python examples.
angleBetween([caching=boolean], [constructionHistory=boolean], [euler=boolean], [nodeState=int], [vector1=[linear, linear, linear]], [vector1X=linear], [vector1Y=linear], [vector1Z=linear], [vector2=[linear, linear, linear]], [vector2X=linear], [vector2Y=linear], [vector2Z=linear])
Note: Strings representing object names and arguments must be separated by commas. This is not depicted in the synopsis.
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.
float[] | 3 Euler angles or axis and angle |
string | When constructionHistory flag is used. |
caching, constructionHistory, euler, nodeState, vector1, vector1X, vector1Y, vector1Z, vector2, vector2X, vector2Y, vector2Z
Long name (short name) |
Argument types |
Properties |
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Common flags |
caching(cch)
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boolean
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Toggle caching for all attributes so that no recomputation is needed
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constructionHistory(ch)
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boolean
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Turn the construction history on or off.
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euler(er)
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boolean
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return the rotation as 3 Euler angles instead of axis + angle
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nodeState(nds)
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int
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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.
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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.
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Default: kdnNormal
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vector1(v1)
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[linear, linear, linear]
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vector from which to compute the rotation
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vector1X(v1x)
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linear
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X coordinate of the vector from which to compute the rotation
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vector1Y(v1y)
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linear
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Y coordinate of the vector from which to compute the rotation
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vector1Z(v1z)
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linear
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Z coordinate of the vector from which to compute the rotation
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vector2(v2)
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[linear, linear, linear]
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vector to which to compute the rotation
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vector2X(v2x)
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linear
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X coordinate of the vector to which to compute the rotation
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vector2Y(v2y)
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linear
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Y coordinate of the vector to which to compute the rotation
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vector2Z(v2z)
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linear
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Z coordinate of the vector to which to compute the rotation
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Flag can appear in Create mode of command
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Flag can appear in Edit mode of command
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Flag can appear in Query mode of command
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Flag can have multiple arguments, passed either as a tuple or a list.
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import maya.cmds as cmds
# 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.
cmds.angleBetween( euler=True, 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.
cmds.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.
angleBtwnNode = cmds.angleBetween(v1=(1, 0, 0), v2=(1, 0, 0), ch=True)
sphere = cmds.sphere()
cmds.move( 5, 0, 5, sphere[0] )
cmds.connectAttr( sphere[0]+'.translateX', angleBtwnNode+'.vector2X' )
cmds.connectAttr( sphere[0]+'.translateZ', angleBtwnNode+'.vector2Z' )
cone = cmds.cone( ch=False )
convert = cmds.createNode( 'unitConversion' )
cmds.connectAttr( angleBtwnNode+'.eulerY', convert+'.input' )
cmds.connectAttr( convert+'.output', cone[0]+'.rotateY' )