pymel.core.modeling.polySplitVertex

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

Use this command to split one or more vertices.A mesh is made up of one or more faces. The faces are defined by edges which connect vertices together. Typically a face will share vertices and edges with adjacent faces in the same mesh. Sharing vertices and edges helps reduce the amount of memory used by a mesh. It also ensures that when a face is moved, all the connected faces move together.Sometimes you may want to separate a face from its connected faces so that it may be moved in isolation. There are three ways to accomplish this depending upon which parts of the face you want to extract:polySplitVertexsplit one or more vertices so that each face that shared the vertex acquires its own copy of the vertexpolySplitEdgesplit one or more edges so that each face that shared the vertex acquires its own copy of the edgepolyChipOffcompletely extract the face so that it has its own vertices and edgesNotice that the area of affect of each operation is different. polySplitVertex will affect all the edges and faces that shared the vertex. This is the broadest effect. polySplitEdge will only affect the faces which shared the edge and polyChipOff will affect a specific face. If we just count vertices to measure the effect of each command when splitting all components of a face, starting from a 3x3 plane which has 16 vertices and we were to split the middle face:polySplitVertex applied to the four vertices would end up creating 12 new verticespolySplitEdge applied to the four edges would end up creating 4 new verticespolyChipOff applied to the middle face would end up creating 4 new verticesNote that polySplitVertex may create non-manifold geometry as a part of this operation. You can use Polygons-Cleanup afterwards to to clean up any non- manifold geometry.

Flags:
Long name (short name) Argument Types Properties
caching (cch) bool ../../../_images/create.gif ../../../_images/edit.gif
 
Toggle caching for all attributes so that no recomputation is needed
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.

name (n) unicode ../../../_images/create.gif
 
Give a name to the resulting node.
nodeState (nds) int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 

Defines how to evaluate the node. 0: Normal1: PassThrough2: Blocking3: Internally disabled. Will return to Normal state when enabled4: Internally disabled. Will return to PassThrough state when enabled5: Internally disabled. Will return to Blocking state when enabledFlag can have multiple arguments, passed either as a tuple or a list.

worldSpace (ws) bool  
 
Not used by this command Common flags

Derived from mel command maya.cmds.polySplitVertex

Example:

import pymel.core as pm

# Objective: split the four middle vertices of a 3x3 plane so
# that the middle face can be moved seperately

# Create a 3x3 plane
#
pm.polyPlane( sx=3, sy=3, name='polyPlane' )
# Result: polyPlane polyPlane1

# Count the number of vertices we start out with
#
pm.polyEvaluate( 'polyPlane', vertex=True )
# Result: 16

# Split the four middle vertices
#
pm.polySplitVertex( 'polyPlane.vtx[5]', 'polyPlane.vtx[6]', 'polyPlane.vtx[9]', 'polyPlane.vtx[10]' )
# Result: polySplitVert1

# Count the number of vertices we have now
#
pm.polyEvaluate( 'polyPlane', vertex=True )
# Result: 28

# Note that because we split the 4 middle vertices, the 8
# surrounding faces have become non-manifold

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