pymel.core.modeling.polyPrism

static modeling.polyPrism(*args, **kwargs)

The prism command creates a new polygonal prism.

Flags:
Long name (short name) Argument Types Properties
axis (ax) float, float, float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
This flag specifies the primitive axis used to build the prism. Q: When queried, this flag returns a float[3].
caching (cch) bool ../../../_images/query.gif ../../../_images/edit.gif
   
constructionHistory (ch) bool ../../../_images/create.gif ../../../_images/query.gif
 

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. Flag can have multiple arguments, passed either as a tuple or a list.

createUVs (cuv) int ../../../_images/create.gif
 

This flag alows a specific UV mechanism to be selected, while creating the primitive. The valid values are 0, 1, 2 or 3. 0 implies that no UVs will be generated (No texture to be applied). 1 implies UVs should be created for the object as a whole without any normalization. The primitive will be unwrapped and then the texture will be applied without any distortion. In the unwrapped primitive, the shared edges will have shared UVs. 2 implies the UVs should be normalized. This will normalize the U and V direction separately, thereby resulting in distortion of textures. 4 implies UVs are created so that the texture will not be distorted when applied. The texture lying outside the UV range will be truncated (since that cannot be squeezed in, without distorting the texture. For better understanding of these options, you may have to open the texture view windowC: Default is 3

length (l) float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
This flag specifies the length of the prism. C: Default is 2.0. Q: When queried, this flag returns a float.
name (n) unicode ../../../_images/create.gif
 
Give a name to the resulting node.
nodeState (nds) int ../../../_images/query.gif ../../../_images/edit.gif
   
numberOfSides (ns) int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
This specifies the number of sides for the prism. C: Default is 3. Q: When queried, this flag returns an int.
numderOfSides (nsi) int ../../../_images/query.gif ../../../_images/edit.gif
   
object (o) bool ../../../_images/create.gif
 
Create the result, or just the dependency node (where applicable). Common flags
sideLength (w) float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
This flag specifies the edge length of the prism. C: Default is 2.0. Q: When queried, this flag returns a float.
subdivisionsCaps (sc) int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
This flag specifies the subdivisions on the caps for the prism. C: Default is 2. Q: When queried, this flag returns an int.
subdivisionsHeight (sh) int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
This specifies the subdivisions along the height for the prism. C: Default is 1. Q: When queried, this flag returns an int.
texture (tx) int ../../../_images/create.gif
 
This flag is obsolete and will be removed in the next release. The -cuv/createUVs flag should be used instead. Common flags

Derived from mel command maya.cmds.polyPrism

Example:

import pymel.core as pm

# Create a prism, with 10 subdivisions on the caps,
# and 15 subdivisions along the length,
# the edge length of the prism is 20.
pm.polyPrism ( sc=10, sh=15, w=20)

# Create a prism, called "myprism", on each direction there are 5 subdivisions.
pm.polyPrism( n='myprism', sc=5, sh=5)

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