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Synopsis

polySplitRing([caching=boolean], [constructionHistory=boolean], [direction=boolean], [divisions=int], [name=string], [nodeState=int], [rootEdge=int], [smoothingAngle=angle], [splitType=int], [weight=float])

Note: Strings representing object names and arguments must be separated by commas. This is not depicted in the synopsis.

polySplitRing is undoable, queryable, and editable.

Splits a series of ring edges of connected quads and inserts connecting edges between them.

Return value

stringThe node name.

In query mode, return type is based on queried flag.

Related

polyAppend, polyAppendVertex, polyBevel, polyChipOff, polyCreateFacet, polyExtrudeEdge, polyExtrudeFacet, polySmooth, polySplitVertex, polySubdivideEdge, polySubdivideFacet, polyTriangulate

Flags

caching, constructionHistory, direction, divisions, name, nodeState, rootEdge, smoothingAngle, splitType, weight
Long name (short name) Argument types Properties
weight(wt) float create
The weight value of the new vertex to be positioned at the first edge. The same weight value is used for all the edges split.
Default is 0.5
splitType(stp) int create
Choose between 3 different types of splits. If this is set to 0 then the split type will be absolute. This is where each of the splits will maintain an equal distance from the associated vertices. If this set to 1 then the split type will be relative. This is where each split will be made at an equal percentage along the length of the edge. If this is set to 2 then the edge will be split one or more times. The number of times is controlled by the -div/-divisions flag. For an absolute or relative type of split the user can adjust the weight to position where the split occurrs. If the split is a multi split then the splits will be spaced out evenly.
divisions(div) int create
If the splitType is set to 2 then this is used to control how many new edge loops are inserted. This number has to be at least 1.
direction(dr) boolean create
The direction to associate the absoluteWeights on the edge. By toggling the boolean value, the new edges can be positioned either to the start or the end vertex of the edge thats split.
Default is on
rootEdge(re) int create
The edge id of the object, to be used as a reference for the flags absoluteWeight and direction.
Default is -1
smoothingAngle(sma) angle create
Subdivide new edges will be soft if less then this angle.
Default is 180.0
Common flags
name(n) string create
Give a name to the resulting node.
constructionHistory(ch) boolean createquery
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.
caching(cch) boolean createedit
Toggle caching for all attributes so that no recomputation is needed
nodeState(nds) int createqueryedit
Defines how to evaluate the node.
  • 0: Normal
  • 1: PassThrough
  • 2: Blocking
  • 3: Internally disabled. Will return to Normal state when enabled
  • 4: Internally disabled. Will return to PassThrough state when enabled
  • 5: Internally disabled. Will return to Blocking state when enabled

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

Python examples

import maya.cmds as cmds

cmds.polyCube()
cmds.select('pCube1.e[0:3]')
cmds.polySplitRing( sma=180, wt=0.2)