pymel.core.nodetypes.Mesh

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class Mesh(*args, **kwargs)

The Mesh class provides wrapped access to many API methods for querying and modifying meshes. Be aware that modifying meshes using API commands outside of the context of a plugin is still somewhat uncharted territory, so proceed at our own risk.

The component types can be accessed from the Mesh type (or it’s transform) using the names you are familiar with from MEL:

>>> from pymel.core import *
>>> p = polySphere( name='theMoon', sa=7, sh=7 )[0]
>>> p.vtx
MeshVertex(u'theMoonShape.vtx[0:43]')
>>> p.e
MeshEdge(u'theMoonShape.e[0:90]')
>>> p.f
MeshFace(u'theMoonShape.f[0:48]')

They are also accessible from their more descriptive alternatives:

>>> p.verts
MeshVertex(u'theMoonShape.vtx[0:43]')
>>> p.edges
MeshEdge(u'theMoonShape.e[0:90]')
>>> p.faces
MeshFace(u'theMoonShape.f[0:48]')

As you’d expect, these components are all indexible:

>>> p.vtx[0]
MeshVertex(u'theMoonShape.vtx[0]')

The classes themselves contain methods for getting information about the component.

>>> p.vtx[0].connectedEdges()
MeshEdge(u'theMoonShape.e[0,6,42,77]')

This class provides support for python’s extended slice notation. Typical maya ranges express a start and stop value separated by a colon. Extended slices add a step parameter and can also represent multiple ranges separated by commas. Thus, a single component object can represent any collection of indices.

This includes start, stop, and step values.

>>> # do every other edge between 0 and 10
>>> for edge in p.e[0:10:2]: 
...     print edge
... 
theMoonShape.e[0]
theMoonShape.e[2]
theMoonShape.e[4]
theMoonShape.e[6]
theMoonShape.e[8]
theMoonShape.e[10]

Negative indices can be used for getting indices relative to the end:

>>> p.edges  # the full range
MeshEdge(u'theMoonShape.e[0:90]')
>>> p.edges[5:-10]  # index 5 through to 10 from the last
MeshEdge(u'theMoonShape.e[5:80]')

Just like with python ranges, you can leave an index out, and the logical result will follow:

>>> p.edges[:-10]  # from the beginning 
MeshEdge(u'theMoonShape.e[0:80]')
>>> p.edges[20:]
MeshEdge(u'theMoonShape.e[20:90]')

Or maybe you want the position of every tenth vert:

>>> for x in p.vtx[::10]: 
...     print x, x.getPosition()
... 
theMoonShape.vtx[0] [0.270522117615, -0.900968849659, -0.339223951101]
theMoonShape.vtx[10] [-0.704405844212, -0.623489797115, 0.339223951101]
theMoonShape.vtx[20] [0.974927902222, -0.222520858049, 0.0]
theMoonShape.vtx[30] [-0.704405784607, 0.623489797115, -0.339224010706]
theMoonShape.vtx[40] [0.270522087812, 0.900968849659, 0.339223980904]

To be compatible with Maya’s range notation, these slices are inclusive of the stop index.

>>> # face at index 8 will be included in the sequence
>>> for f in p.f[4:8]: print f  
... 
theMoonShape.f[4]
theMoonShape.f[5]
theMoonShape.f[6]
theMoonShape.f[7]
theMoonShape.f[8]
>>> from pymel.core import *
>>> obj = polyTorus()[0]
>>> colors = []
>>> for i, vtx in enumerate(obj.vtx):   
...     edgs=vtx.toEdges()              
...     totalLen=0                      
...     edgCnt=0                        
...     for edg in edgs:                
...         edgCnt += 1                 
...         l = edg.getLength()         
...         totalLen += l               
...     avgLen=totalLen / edgCnt        
...     #print avgLen                   
...     currColor = vtx.getColor(0)     
...     color = datatypes.Color.black   
...     # only set blue if it has not been set before
...     if currColor.b<=0.0:            
...         color.b = avgLen            
...     color.r = avgLen                
...     colors.append(color)            
area(*args, **kwargs)

returns the surface area of the object’s faces in local space as a float

Derived from mel command maya.cmds.polyEvaluate

assignColor(polygonId, vertexIndex, colorId, colorSet=None)

Maps a color value to a specified vertex of a polygon.

Parameters:
polygonId : int

The polygon (face) to map to

vertexIndex : int

The face-relative (local) vertex id of the polygon to map to

colorId : int

The color entry from the color list that will be mapped

colorSet : unicode

Color set to work with

Derived from api method maya.OpenMaya.MFnMesh.assignColor

Undo is not currently supported for this method

assignColors(colorIds, colorSet=None)

This method maps all colors for the mesh. The setColor/setColors method is used to create a color table for the mesh. After the table is created, this method is used to map those values to each polygon on a per-vertex basis. The setColor/setColors method should be called before the assignColors method.

Parameters:
colorIds : int list

The color indices to be mapped to each polygon-vertex

colorSet : unicode

Color set to work with

Derived from api method maya.OpenMaya.MFnMesh.assignColors

Undo is not currently supported for this method

assignUV(polygonId, vertexIndex, uvId, uvSet=None)

Maps a texture coordinate to a specified vertex of a polygon.

Parameters:
polygonId : int

The polygon (face) to map to

vertexIndex : int

The face-relative (local) vertex id of the polygon to map to

uvId : int

The uv entry from the uv list that will be mapped

uvSet : unicode

UV set to work with

Derived from api method maya.OpenMaya.MFnMesh.assignUV

Undo is not currently supported for this method

assignUVs(uvCounts, uvIds, uvSet=None)

This method maps all texture coordinates for the mesh. The setUV/setUVs method is used to create the texture coordinate table for the mesh. After the table is created, this method is used to map those values to each polygon on a per-vertex basis. The setUV/setUVs method should be called before the assignUVs method.

Parameters:
uvCounts : int list

The uv counts for each polygon (face) in the mesh

uvIds : int list

The uv indices to be mapped to each polygon-vertex

uvSet : unicode

UV set to work with

Derived from api method maya.OpenMaya.MFnMesh.assignUVs

Undo is not currently supported for this method

cleanupEdgeSmoothing()

This method updates the mesh after setEdgeSmoothing has been done. This should be called only once, after all the desired edges have been had their soothing set. If you don’t call this method, the normals may not be correct, and the object will look odd in shaded mode. Derived from api method maya.OpenMaya.MFnMesh.cleanupEdgeSmoothing

Undo is not currently supported for this method

clearColors(colorSet=None)

This method clears out all color for the mesh, and leaves behind an empty color set.

Parameters:
colorSet : unicode

Color set to work with

Derived from api method maya.OpenMaya.MFnMesh.clearColors

Undo is not currently supported for this method

clearUVs(uvSet=None)

This method clears out all texture coordinates for the mesh, and leaves behind an empty UVset.

Parameters:
uvSet : unicode

UV set to work with

Derived from api method maya.OpenMaya.MFnMesh.clearUVs

Undo is not currently supported for this method

createColorSet(colorSetName, modifier=None)
This method is obsolete.
Parameters:
colorSetName : unicode

The name of the color set to add.

modifier : MDGModifier

Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this refers to a shape, then it will add the command to be undone to the modifier. Use to undo the effects of this method.

Return type:

unicode

Derived from api method maya.OpenMaya.MFnMesh.createColorSetWithName

createUVSet(uvSetName, modifier=None, instances=None)

Create a new empty uv set for this mesh. If the name passed in is empty (zero length), or a uv set with the same name already exists, then a new unique name is generated and used as the new uvset’s name.

Parameters:
uvSetName : unicode

The name of the uv set to add. If a new name needed to be generated then the new name will be returned by the function.

modifier : MDGModifier

Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this refers to a shape, then it will add the command to be undone to the modifier. Use to undo the effects of this method.

instances : MUintArray

The instance number(s) for which the set should be added, or NULL if the uv-set should be shared by all instances.

Return type:

unicode

Derived from api method maya.OpenMaya.MFnMesh.createUVSetWithName

deleteColorSet(colorSetName, modifier=None, currentSelection=None)

Deletes a named color set from the object. If a color set with the given name cannot be found, then no color set will be deleted.

Parameters:
colorSetName : unicode

Name of the color set to delete

modifier : MDGModifier

Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this refers to a shape, then it will add the command to be undone to the modifier. Use to undo the effects of this method.

currentSelection : SelectionSet

Since this method may change the selection list, if you wish to undo its effects, you need to keep track of the current active selection. If this selection list is non-null, then the active selection list will be returned in this argument.

Derived from api method maya.OpenMaya.MFnMesh.deleteColorSet

Undo is not currently supported for this method

deleteUVSet(setName, modifier=None, currentSelection=None)

Deletes a named uv set from the object. If a uv set with the given name cannot be found, then no uv set will be deleted.

Parameters:
setName : unicode

Name of the uv set to delete

modifier : MDGModifier

Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this refers to a shape, then it will add the command to be undone to the modifier. Use to undo the effects of this method.

currentSelection : SelectionSet

Since this method may change the selection list, if you wish to undo its effects, you need to keep track of the current active selection. If this selection list is non-null, then the active selection list will be returned in this argument.

Derived from api method maya.OpenMaya.MFnMesh.deleteUVSet

Undo is not currently supported for this method

getAssignedUVs(uvSet=None)

Get assigned UVs. This method finds all texture coordinates for the mesh that have been mapped, and returns them in the same format as the assignUVs.

Parameters:
uvSet : unicode

UV set to work with

Return type:

(int list, int list)

Derived from api method maya.OpenMaya.MFnMesh.getAssignedUVs

getAssociatedUVSetTextures(uvSetName)

Get a list of texture nodes which are using a given uv set. If the texture has a 2d texture placement, the texture, and not the placement will be returned.

Parameters:
uvSetName : unicode

Name of uv set to use

Return type:

PyNode list

Derived from api method maya.OpenMaya.MFnMesh.getAssociatedUVSetTextures

getBinormals(space='preTransform', uvSet=None)

Return the binormal vectors for all face vertices.

Parameters:
space : Space.Space

Specifies the coordinate system for this operation.

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

uvSet : unicode

The uv map set to calculate the binormals aginst.

Return type:

FloatVector list

Derived from api method maya.OpenMaya.MSpace.getBinormals

getCheckSamePointTwice()

Return true if checking for duplicate points is turned on. Return false otherwise.

Return type:bool

Derived from api method maya.OpenMaya.MFnMesh.getCheckSamePointTwice

getClosestNormal(toThisPoint, space='preTransform')

Returns the closest point on this surface to the given point. This method also returns the surface normal at that point.

Parameters:
toThisPoint : Point

Point to be compared

space : Space.Space

Specifies the coordinate system for this operation

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

Return type:

(Vector, int)

Derived from api method maya.OpenMaya.MSpace.getClosestNormal

getClosestPoint(toThisPoint, space='preTransform')

Returns the closest point on this surface to the given point.

Parameters:
toThisPoint : Point

Point to be compared

space : Space.Space

Specifies the coordinate system for this operation

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

Return type:

(Point, int)

Derived from api method maya.OpenMaya.MSpace.getClosestPoint

getClosestPointAndNormal(toThisPoint, space='preTransform')

Returns the closest point on this surface to the given point. This method also returns the surface normal at that point.

Parameters:
toThisPoint : Point

Point to be compared

space : Space.Space

Specifies the coordinate system for this operation

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

Return type:

(Point, Vector, int)

Derived from api method maya.OpenMaya.MSpace.getClosestPointAndNormal

getColor(colorId, colorSet=None, defaultUnsetColor=None)

Get the value of the specified texture coordinate from this mesh’s color list. The colorId is the element in the color list that will be retrieved. If the color is not set, defaultUnsetColor will be return. If defaultUnsetColor is not set, (0,0,0,1) will be return.

Parameters:
colorId : int

The element in the color list to examine

colorSet : unicode

Color set to work with

defaultUnsetColor : Color

default unset color

Return type:

Color

Derived from api method maya.OpenMaya.MFnMesh.getColor

getColorRepresentation(colorSet)

This method returns the color representation (RGB/RGBA/A) of a color set.

Parameters:
colorSet : unicode

Color set to work with

Return type:

Mesh.MColorRepresentation

Derived from api method maya.OpenMaya.MFnMesh.getColorRepresentation

getColorSetFamilyNames()

Get the names of all of the color set families on this object. A color set family is a set of per-instance sets with the same name with each individual set applying to one or more instances. A set which is shared across all instances will be the sole member of its family.

Return type:list list

Derived from api method maya.OpenMaya.MFnMesh.getColorSetFamilyNames

getColorSetNames()

Get the names of all of the colors sets on this object.

Return type:list list

Derived from api method maya.OpenMaya.MFnMesh.getColorSetNames

getColors(colorSet=None, defaultUnsetColor=None)

This method copies the color array for this mesh into the given color array. Use the index returned by getColorIndex to access the array. If the color is not set for a vertex, defaultUnsetColor will be return. If defaultUnsetColor is not set, (0,0,0,1) will be return.

Parameters:
colorSet : unicode

Color set to work with

defaultUnsetColor : Color

Default unset color

Return type:

Color list

Derived from api method maya.OpenMaya.MFnMesh.getColors

getCurrentColorSetName()

Get the name of the “current” or “working” color set. The “current” color set is the color set which is used for color operations when no color set is explcitly specified.

Parameters:instance : int
Return type:unicode

Derived from api method maya.OpenMaya.MFnMesh.currentColorSetName

getCurrentUVSetName()

Get the name of the “current” uv set. The “current” uv set is the uv set which is used for uv operations when no uv set is explicitly specified.

Parameters:
instance : int

Instance of the mesh whose set we are interested in

Return type:

unicode

Derived from api method maya.OpenMaya.MFnMesh.currentUVSetName

getEdgeVertices(edgeId)

This method retrieves the object-relative (mesh-relative/global) vertex indices corresponding to the specified edge. The indices can be used to refer to the elements in the array returned by the ‘getPoints’ method.

Parameters:
edgeId : int

The edge to get the vertices for

Return type:

(int, int)

Derived from api method maya.OpenMaya.MFnMesh.getEdgeVertices

getFaceNormalIds(faceIndex)

Return normal indices for all vertices for a given face. The normalIds can be used to index into an array returned by MFnMesh::getNormals() ;

Parameters:
faceIndex : int

Index of face (polygon) of interest

Return type:

int list

Derived from api method maya.OpenMaya.MFnMesh.getFaceNormalIds

getFaceUVSetNames(polygonId)

This method returns the list of UV sets mapped to a face.

Parameters:
polygonId : int

The polygon ID of the face of interest

Return type:

list list

Derived from api method maya.OpenMaya.MFnMesh.getFaceUVSetNames

getFaceVertexBinormal(faceIndex, vertexIndex, space='preTransform', uvSet=None)

Return the binormal vector at a given face vertex.

Parameters:
faceIndex : int

Index of the face of interest

vertexIndex : int

The object-relative (mesh-relative/global) vertex index

space : Space.Space

Specifies the coordinate system for this operation.

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

uvSet : unicode

The uv map set to calculate the binormals aginst.

Return type:

Vector

Derived from api method maya.OpenMaya.MSpace.getFaceVertexBinormal

getFaceVertexBinormals(faceIndex, space='preTransform', uvSet=None)

Return all per-vertex-per-face binormals for a given face.

Parameters:

faceIndex : int

space : Space.Space

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

uvSet : unicode

Return type:

FloatVector list

Derived from api method maya.OpenMaya.MSpace.getFaceVertexBinormals

getFaceVertexColorIndex(faceIndex, localVertexIndex, colorSet=None)

Get an index into the array returned by getFaceVertexColors. So that you can index into the array directly, instead of walking it in face-vertex order.

Parameters:

faceIndex : int

localVertexIndex : int

colorSet : unicode

Return type:

int

Derived from api method maya.OpenMaya.MFnMesh.getFaceVertexColorIndex

getFaceVertexColors(colorSet=None, defaultUnsetColor=None)

Get colors for all vertex/faces of the given color set. If the color set is not specified, the default color set will be used. If no vertex/face has color for that vertex, the entry returned will be defaultUnsetColor. If defaultUnsetColor is not given, then (-1, -1, -1, -1) will be used. If a color was set for some but not all the faces for that vertex, the ones where the color has not been explicitly set will have (0,0,0). If a vertex has shared color, the same value will be set for all its vertes/faces.

Parameters:
colorSet : unicode

Color set name

defaultUnsetColor : Color

Default unset color

Return type:

Color list

Derived from api method maya.OpenMaya.MFnMesh.getFaceVertexColors

getFaceVertexNormal(faceIndex, vertexIndex, space='preTransform')

Return a per-vertex-per-face normal for a given face (polygon) and given vertex.

Parameters:
faceIndex : int

Index of the face of interest

vertexIndex : int

The object-relative (mesh-relative/global) vertex index

space : Space.Space

Specifies the coordinate system for this operation

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

Return type:

Vector

Derived from api method maya.OpenMaya.MSpace.getFaceVertexNormal

getFaceVertexTangent(faceIndex, vertexIndex, space='preTransform', uvSet=None)

Return the normalized tangent vector at a given face vertex.

Parameters:
faceIndex : int

Index of the face of interest.

vertexIndex : int

The object-relative (mesh-relative/global) vertex index.

space : Space.Space

Specifies the coordinate system for this operation.

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

uvSet : unicode

The uv map set to calculate the binormals aginst.

Return type:

Vector

Derived from api method maya.OpenMaya.MSpace.getFaceVertexTangent

getFaceVertexTangents(faceIndex, space='preTransform', uvSet=None)

Return all per-vertex-per-face tangents for a given face.

Parameters:

faceIndex : int

space : Space.Space

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

uvSet : unicode

Return type:

FloatVector list

Derived from api method maya.OpenMaya.MSpace.getFaceVertexTangents

getHoles(holeInfoArray, holeVertexArray)

Retrieves a list of the holes in the polygon.

Parameters:

holeInfoArray : int list

holeVertexArray : int list

Return type:

int

Derived from api method maya.OpenMaya.MFnMesh.getHoles

getNormalIds()

Return normal indices for all vertices for a all faces. The normalIds can be used to index into an array returned by MFnMesh::getNormals() ;

Return type:(int list, int list)

Derived from api method maya.OpenMaya.MFnMesh.getNormalIds

getNormals(space='preTransform')

This method copies the normal list for this mesh into the given array. The normals are the per-polygon per-vertex normals. To find the normal for a particular vertex-face, use getFaceNormalIds() or MItMeshPolygon::normalIndex to get the index into the array.

Parameters:
space : Space.Space

Specifies the coordinate system for this operation

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

Return type:

FloatVector list

Derived from api method maya.OpenMaya.MSpace.getNormals

getPoint(vertexId, space='preTransform')

Get the position of the specified vertex in this mesh’s vertex list.

Parameters:
vertexId : int

The object-relative (mesh-relative/global) index of the vertex to retrieve

space : Space.Space

Specifies the coordinate system for this operation

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

Return type:

Point

Derived from api method maya.OpenMaya.MSpace.getPoint

getPointAtUV(polygonId, uvPoint, space='preTransform', uvSet=None, tolerance=0.0)

Return the position of the point at the given UV value in the current polygon.

Parameters:
polygonId : int

Search for uv on this face

uvPoint : (float, float)

The UV value to try to locate

space : Space.Space

The coordinate system to return “toThisPoint” in

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

uvSet : unicode

UV set to work with

tolerance : float

tolerance value to compare float data type

Return type:

Point

Derived from api method maya.OpenMaya.MSpace.getPointAtUV

getPoints(space='preTransform')

This method copies the vertex list for this mesh into the given point array.

Parameters:
space : Space.Space

Specifies the coordinate system for this operation

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

Return type:

Point list

Derived from api method maya.OpenMaya.MSpace.getPoints

getPolygonNormal(polygonId, space='preTransform')

Return the normal at the given polygon. The returned normal is a per-polygon normal. See the class description for more information on normals.

Parameters:
polygonId : int

The polygon (face) to get the normal for

space : Space.Space

Specifies the coordinate system for this operation

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

Return type:

Vector

Derived from api method maya.OpenMaya.MSpace.getPolygonNormal

getPolygonTriangleVertices(polygonId, triangleId)

This method retrieves the object-relative (mesh-relative/global) vertex indices for the specified triangle in the specified polygon. The indices refer to the elements in the array returned by the ‘getPoints’ method.

Parameters:
polygonId : int

The polygon to examine

triangleId : int

The triangle within the polygon to examine (numbered from zero)

Return type:

(int, int, int)

Derived from api method maya.OpenMaya.MFnMesh.getPolygonTriangleVertices

getPolygonUV(polygonId, vertexIndex, uvSet=None)

Get the value of the specified texture coordinate for a vertex in a polygon. Since texture coordinates (uv’s) are stored per-polygon per-vertex you must specify both the polygon and the vertex that the u and v values are mapped to.

Parameters:
polygonId : int

The polygon (face) to examine

vertexIndex : int

The face-relative (local) vertex id to examine

uvSet : unicode

UV set to work with

Return type:

(float, float)

Derived from api method maya.OpenMaya.MFnMesh.getPolygonUV

getPolygonUVid(polygonId, vertexIndex, uvSet=None)

Get the id of the specified texture coordinate for a vertex in a polygon.

Parameters:
polygonId : int

The polygon (face) to examine

vertexIndex : int

The face-relative (local) vertex id to examine

uvSet : unicode

UV set to work with

Return type:

int

Derived from api method maya.OpenMaya.MFnMesh.getPolygonUVid

getPolygonVertices(polygonId)

This method retrieves the object-relative (mesh-relative/global) vertex indices for the specified polygon. The indices refer to the elements in the array returned by the ‘getPoints’ method.

Parameters:
polygonId : int

The polygon to examine

Return type:

int list

Derived from api method maya.OpenMaya.MFnMesh.getPolygonVertices

getTangentId(faceIndex, vertexIndex)

Return the tangent index for a given face vertex.

Parameters:
faceIndex : int

Index of the face of interest.

vertexIndex : int

The object-relative (mesh-relative/global) vertex index.

Return type:

int

Derived from api method maya.OpenMaya.MFnMesh.getTangentId

getTangents(space='preTransform', uvSet=None)

Return the tangent vectors for all face vertices. The tangent is defined as the surface tangent of the polygon running in the U direction defined by the uv map.

Parameters:
space : Space.Space

Specifies the coordinate system for this operation.

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

uvSet : unicode

The uv map set to calculate the tangents against.

Return type:

FloatVector list

Derived from api method maya.OpenMaya.MSpace.getTangents

getTriangles()

Returns the number of triangles for every polygon face and the vertex Ids of each triangle vertex. The triangleVertices array holds each vertex for each triangle in sequence, so is three times longer than the triangleCounts array

Return type:(int list, int list)

Derived from api method maya.OpenMaya.MFnMesh.getTriangles

getUV(uvId, uvSet=None)

Get the value of the specified texture coordinate from this mesh’s uv list. The uvId is the element in the uv list that will be retrieved.

Parameters:
uvId : int

The element in the uv list to examine

uvSet : unicode

UV set to work with

Return type:

(float, float)

Derived from api method maya.OpenMaya.MFnMesh.getUV

getUVAtPoint(pt, space='preTransform', uvSet=None, closestPolygon=None)

Find the point closet to the given point, and return the UV value at that point.

Parameters:
pt : Point

The point to try to get UV for

space : Space.Space

The coordinate system for this operation

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

uvSet : unicode

UV set to work with

closestPolygon : int

polygon id of the closest polygon

Return type:

(float, float)

Derived from api method maya.OpenMaya.MSpace.getUVAtPoint

getUVSetFamilyNames()

Get the names of all of the uv set families on this object. A uv set family is a set of per-instance sets with the same name with each individual set applying to one or more instances. A set which is shared across all instances will be the sole member of its family.

Return type:list list

Derived from api method maya.OpenMaya.MFnMesh.getUVSetFamilyNames

getUVSetNames()

Get the names of all of the uv sets on this object.

Return type:list list

Derived from api method maya.OpenMaya.MFnMesh.getUVSetNames

getUVSetsInFamily(familyName)

Get the names of the uv sets that belong to this set family. Per-instance sets will have multiple sets in a family, with each individual set applying to one or more instances. A set which is shared across all instances will be the sole member of its family and will share the same name as its family.

Parameters:
familyName : unicode

The uv set family name

Return type:

list list

Derived from api method maya.OpenMaya.MFnMesh.getUVSetsInFamily

getUVs(uvSet=None)

This method copies the texture coordinate list for this mesh into the given uv arrays.

Parameters:
uvSet : unicode

UV set to work with

Return type:

(float list, float list)

Derived from api method maya.OpenMaya.MFnMesh.getUVs

getVertexNormal(vertexId, space='preTransform')
This method is obsolete.
Parameters:
vertexId : int

The object-relative (mesh-relative/global) vertex index to get the normal for

space : Space.Space

Specifies the coordinate system for this operation

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

Return type:

Vector

Derived from api method maya.OpenMaya.MSpace.getVertexNormal

getVertices()

This method retrieves the object-relative (mesh-relative/global) vertex indices for all polygons. The indices refer to the elements in the array returned by the ‘getPoints’ method.

Return type:(int list, int list)

Derived from api method maya.OpenMaya.MFnMesh.getVertices

hasAlphaChannels(colorSet)

This method returns true if the color set has Alpha component.

Parameters:
colorSet : unicode

Color set to work with

Return type:

bool

Derived from api method maya.OpenMaya.MFnMesh.hasAlphaChannels

hasColorChannels(colorSet)

This method returns if the color set has RGB components.

Parameters:
colorSet : unicode

Color set to work with

Return type:

bool

Derived from api method maya.OpenMaya.MFnMesh.hasColorChannels

intersect(raySource, rayDirection, tolerance=1e-10, space='preTransform')

Determines whether the given ray intersects this polygon and if so, returns the points of intersection. The points of intersection will be in order of closest point to the raySource.

Parameters:
raySource : Point

Starting point for the ray

rayDirection : Vector

Direction of the ray

tolerance : float

Tolerance used in intersection calculation

space : Space.Space

specifies the coordinate system for this operation

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

Return type:

(bool, Point list, int list)

Derived from api method maya.OpenMaya.MSpace.intersect

isColorClamped(colorSet)

This method returns if the color set has its R,G,B,and A components clamped in the range from 0 to 1.

Parameters:
colorSet : unicode

Color set to work with

Return type:

bool

Derived from api method maya.OpenMaya.MFnMesh.isColorClamped

isColorSetPerInstance(name)

Return true if this color set is per-instance, and false if it is shared across all instances. The name provided may be an individual set name or a set family name.

Parameters:
name : unicode

The set name or set family name

Return type:

bool

Derived from api method maya.OpenMaya.MFnMesh.isColorSetPerInstance

isEdgeSmooth(edgeId)

This method determines if the specified edge is smooth (soft).

Parameters:
edgeId : int

The edge to be tested

Return type:

bool

Derived from api method maya.OpenMaya.MFnMesh.isEdgeSmooth

isNormalLocked(normalId)

Test if the normal for a face/vertex pairs is locked (user defined).

Parameters:normalId : int
Return type:bool

Derived from api method maya.OpenMaya.MFnMesh.isNormalLocked

isPolygonConvex(faceIndex)

This method determines if the specified polygon is convex.

Parameters:
faceIndex : int

The polygon to be tested

Return type:

bool

Derived from api method maya.OpenMaya.MFnMesh.isPolygonConvex

isUVSetPerInstance(name)

Return true if this set is per-instance, and false if it is shared across all instances. The name provided may be an individual set name or a set family name.

Parameters:
name : unicode

The set name or set family name

Return type:

bool

Derived from api method maya.OpenMaya.MFnMesh.isUVSetPerInstance

lockFaceVertexNormals(faceList, vertexList)

Lock Normals for these face/vertex pairs

Parameters:
faceList : int list

The faces to lock normal in

vertexList : int list

The corresponding object-relative (global) vertex indices to lock them for

Derived from api method maya.OpenMaya.MFnMesh.lockFaceVertexNormals

Undo is not currently supported for this method

lockVertexNormals(vertexList)

Lock Shared Normals for these vertices.

Parameters:
vertexList : int list

The object-relative (global) verticex ides to lock normals for

Derived from api method maya.OpenMaya.MFnMesh.lockVertexNormals

Undo is not currently supported for this method

numColorSets()

Returns the number of color sets for an object.

Return type:int

Derived from api method maya.OpenMaya.MFnMesh.numColorSets

numColors(colorSet=None)

Returns the number of (vertex) color for this mesh. The color are stored in a list which is referenced by polygons requiring color on a per-polygon per-vertex basis. This method returns the number of elements in this list.

Return type:int

Derived from api method maya.OpenMaya.MFnMesh.numColors

numEdges()

Returns the number of edges for this mesh.

Return type:int

Derived from api method maya.OpenMaya.MFnMesh.numEdges

numFaceVertices()

Returns the number of face-vertices for this mesh.

Return type:int

Derived from api method maya.OpenMaya.MFnMesh.numFaceVertices

numFaces()

Returns the number of polygons for this mesh.

Return type:int

Derived from api method maya.OpenMaya.MFnMesh.numPolygons

numNormals()

Returns the number of per-polygon per-vertex normals for this mesh. This number will correspond to the length of the normal array returned by getNormals( normalArray, space ).

Return type:int

Derived from api method maya.OpenMaya.MFnMesh.numNormals

numPolygonVertices(polygonId)

Returns the number of vertices for the specified polygon.

Parameters:
polygonId : int

The polygon index

Return type:

int

Derived from api method maya.OpenMaya.MFnMesh.polygonVertexCount

numSelectedEdges(*args, **kwargs)

returns the object’s number of selected edges as an int

Derived from mel command maya.cmds.polyEvaluate

numSelectedFaces(*args, **kwargs)

returns the object’s number of selected faces as an int

Derived from mel command maya.cmds.polyEvaluate

numSelectedTriangles(*args, **kwargs)

returns the number of triangles of selected components as an int

Derived from mel command maya.cmds.polyEvaluate

numSelectedVertices(*args, **kwargs)

returns the object’s number of selected vertices as an int

Derived from mel command maya.cmds.polyEvaluate

numTriangles(*args, **kwargs)
numUVSets()

Returns the number of uv sets for an object.

Return type:int

Derived from api method maya.OpenMaya.MFnMesh.numUVSets

numUVs()

Returns the number of texture (uv) coordinates for this mesh. The uv’s are stored in a list which is referenced by polygons requiring textures on a per-polygon per-vertex basis. This method returns the number of elements in this list.

Return type:int

Derived from api method maya.OpenMaya.MFnMesh.numUVs

numVertices()

Returns the number of vertices in the vertex list for this mesh. This number will be the same as the length of the vertex array returned with the getPoints method.

Return type:int

Derived from api method maya.OpenMaya.MFnMesh.numVertices

onBoundary(polygonId)

A method to determines whether the specified face in the mesh is a boundary face.

Parameters:
polygonId : int

The polygon (face) to examine

Return type:

bool

Derived from api method maya.OpenMaya.MFnMesh.onBoundary

removeFaceColors(faceList)

Remove previously set color these faces. For each face, the color will be unset for each vertex-face component in the face.

Parameters:
faceList : int list

The faces to remove color from

Derived from api method maya.OpenMaya.MFnMesh.removeFaceColors

Undo is not currently supported for this method

removeFaceVertexColors(faceList, vertexList)

Remove colors for these face/vertex pairs

Parameters:
faceList : int list

The faces to remove color for

vertexList : int list

The corresponding object-relative (mesh-relative/global) vertex indices to remove color for

Derived from api method maya.OpenMaya.MFnMesh.removeFaceVertexColors

Undo is not currently supported for this method

removeVertexColors(vertexList)

Remove color from these vertices.

Parameters:
vertexList : int list

The object-relative (mesh-relative/global) vertex indices to remove color from

Derived from api method maya.OpenMaya.MFnMesh.removeVertexColors

Undo is not currently supported for this method

renameUVSet(origName, newName, modifier=None)

Renames a uv set from one name to another for this mesh. The original name must exist, and the new name cannot be the same name as one that already exists. In these cases the uv set will not be renamed.

Parameters:
origName : unicode

The name of the uv set to change

newName : unicode

The name to set the uv set to.

modifier : MDGModifier

Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this refers to a shape, then it will add the command to be undone to the modifier. Use to undo the effects of this method.

Derived from api method maya.OpenMaya.MFnMesh.renameUVSet

Undo is not currently supported for this method

setCheckSamePointTwice(check=True)

This method allows the turning on or off of duplicate point checking when polygons are created or added using this class. Checking for duplicates, is the default state.

Parameters:
check : bool

true for checking, false otherwise

Derived from api method maya.OpenMaya.MFnMesh.setCheckSamePointTwice

setColor(colorId, color, colorSet=None)

Sets the specified color values. The colorId is the element in the color list that will be set. If the colorId is greater than or equal to numColors() then the color list will be grown to accommodate the specified color.

Parameters:
colorId : int

The element in the color list to be set

color : Color

The new color value that is to be set

colorSet : unicode

Color set to work with

Derived from api method maya.OpenMaya.MFnMesh.setColor

setColorClamped(colorSet, clamped)

Set the color set to be clamped.

Parameters:
colorSet : unicode

Color set to work with

clamped : bool

If the color set should be set clamped

Derived from api method maya.OpenMaya.MFnMesh.setIsColorClamped

setColors(colorArray, colorSet=None)

Sets all of the colors for this mesh. The color array must be at least as large as the current color set size. You can determine the color set size by calling numColors() for the default color set, or numColors(colorSet) for a named color set.

Parameters:
colorArray : Color list

The array of color values to be set

colorSet : unicode

The color set to work with

Derived from api method maya.OpenMaya.MFnMesh.setColors

setCurrentColorSetName(setName, modifier=None, currentSelection=None)

Set the “current” or “working” color set for this object. The “current” color set is the set to use by functions that do not have a specific color set defined.

Parameters:
setName : unicode

Name of color set to make “current”

modifier : MDGModifier

Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this refers to a shape, then it will add the command to be undone to the modifier. Use to undo the effects of this method.

currentSelection : SelectionSet

Since this method may change the selection list, if you wish to undo its effects, you need to keep track of the current active selection. If this selection list is non-null, then the active selection list will be returned in this argument.

Derived from api method maya.OpenMaya.MFnMesh.setCurrentColorSetName

setCurrentUVSetName(setName, modifier=None, currentSelection=None)

Set the “current” uv set for this object. The “current” uv set is the uv set to use when no uv set name is specified for a uv set operation. If the uv set does not exist then the “current” uv set will not be changed.

Parameters:
setName : unicode

Name of uv set to make “current”

modifier : MDGModifier

Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this refers to a shape, then it will add the command to be undone to the modifier. Use to undo the effects of this method.

currentSelection : SelectionSet

Since this method may change the selection list, if you wish to undo its effects, you need to keep track of the current active selection. If this selection list is non-null, then the active selection list will be returned in this argument.

Derived from api method maya.OpenMaya.MFnMesh.setCurrentUVSetName

setEdgeSmoothing(edgeId, smooth=True)

This method sets the specified edge to be hard or smooth (soft). You must use the cleanupEdgeSmoothing method after all the desired edges on your mesh have had setEdgeSmoothing done. Use the updateSurface method to indicate the mesh needs to be redrawn.

Parameters:
edgeId : int

The edge to set the smoothing information for

smooth : bool

If true the edge will be smooth (soft), otherwise the edge will be hard.

Derived from api method maya.OpenMaya.MFnMesh.setEdgeSmoothing

Undo is not currently supported for this method

setFaceColor(color, faceIndex)

Set vertex-face Color for all vertices on this face.

Parameters:
color : Color

The color to set

faceIndex : int

The face to set it for

Derived from api method maya.OpenMaya.MFnMesh.setFaceColor

Undo is not currently supported for this method

setFaceColors(colors, faceList)

Set color for these faces. The color will be set for each vertex-face component of a face.

Parameters:
colors : Color list

The colors to set

faceList : int list

The faces to set it for

Derived from api method maya.OpenMaya.MFnMesh.setFaceColors

Undo is not currently supported for this method

setFaceVertexColor(color, faceIndex, vertexIndex, modifier=None)

Set color for this vertex in this face.

Parameters:
color : Color

The color to set

faceIndex : int

The face to set it for

vertexIndex : int

The object-relative (mesh_relative/global) vertex index to set it for

modifier : MDGModifier

Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this refers to a shape, then it will add the command to be undone to the modifier. Use to undo the effects of this method.

Derived from api method maya.OpenMaya.MFnMesh.setFaceVertexColor

Undo is not currently supported for this method

setFaceVertexNormal(normalIn, faceId, vertexId, space='preTransform', modifier=None)

Set Normal for this face/vertex pair

Parameters:
normalIn : Vector

The normal to set

faceId : int

The face to set it for

vertexId : int

The object-relative (mesh-relative/global) vertex index to set it for

space : Space.Space

World space or Object space

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

modifier : MDGModifier

Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this refers to a shape, then it will add the command to be undone to the modifier. Use to undo the effects of this method.

Derived from api method maya.OpenMaya.MSpace.setFaceVertexNormal

Undo is not currently supported for this method

setNormals(normals, space='preTransform')

Set the normal array (user normals)

Parameters:
normals : FloatVector list

The normal array to set

space : Space.Space

World space or Object space

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

Derived from api method maya.OpenMaya.MSpace.setNormals

setPoint(vertexId, pos, space='preTransform')

Sets the position of specified vertex in the vertex list for this mesh.

Parameters:
vertexId : int

The object-relative (mesh-relative/global) index of the vertex to be changed

pos : Point

The new value for the vertex

space : Space.Space

Specifies the coordinate system for this operation

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

Derived from api method maya.OpenMaya.MSpace.setPoint

setPoints(vertexArray, space='preTransform')

This method copies the points in the given point array to the vertices of this mesh.

Parameters:
vertexArray : Point list

Storage for the vertex list

space : Space.Space

Specifies the coordinate system for this operation

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

Derived from api method maya.OpenMaya.MSpace.setPoints

setSomeColors(colorIds, colorArray, colorSet=None)

Sets the specified colors for this mesh. If the largest colorId in the array is larger than numColors() then the color list for this mesh will be grown to accommodate the new color values.

Parameters:
colorIds : int list

The array of colorIds to set values for

colorArray : Color list

The array of color values to be set

colorSet : unicode

Color set to work with

Derived from api method maya.OpenMaya.MFnMesh.setSomeColors

Undo is not currently supported for this method

setSomeUVs(uvIds, uArray, vArray, uvSet=None)

Sets the specified texture coordinates (UV’s) for this mesh. The uv arrays and uvId array must be of equal size. If the largest uvId in the array is larger than numUVs() then the uv list for this mesh will be grown to accommodate the new uv values. If a named uv set is given, the array will be grown when the largest uvId is larger than numUVs(uvSet).

Parameters:
uvIds : int list

The array of uvIds to set values for

uArray : float list

The array of u values to be set

vArray : float list

The array of v values to be set

uvSet : unicode

UV set to work with

Derived from api method maya.OpenMaya.MFnMesh.setSomeUVs

Undo is not currently supported for this method

setUV(uvId, u, v, uvSet=None)

Sets the specified texture coordinate. The uvId is the element in the uv list that will be set. If the uvId is greater than or equal to numUVs() then the uv list will be grown to accommodate the specified uv. If a named uv set is given, the largest uvId must be larger than numUVs(uvSet).

Parameters:
uvId : int

The element in the uv list to be set

u : float

The new u value that is to be set

v : float

The new v value that is to be set

uvSet : unicode

UV set to work with

Derived from api method maya.OpenMaya.MFnMesh.setUV

setUVs(uArray, vArray, uvSet=None)

Sets all of the texture coordinates (uv’s) for this mesh. The uv arrays must be of equal size and must be at least as large as the current UV set size. You can determine the UV set size by calling numUVs() for the default UV set, or numUVs(uvSet) for a named UV set.

Parameters:
uArray : float list

The array of u values to be set

vArray : float list

The array of v values to be set

uvSet : unicode

UV set to work with

Derived from api method maya.OpenMaya.MFnMesh.setUVs

setVertexColor(color, vertexIndex, modifier=None)

Set color for this vertex. The color is set for the vertex-face in each face that the vertex belongs to.

Parameters:
color : Color

The color to set

vertexIndex : int

The object-relative (mesh-relative/global) vertex index to set it for

modifier : MDGModifier

Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this refers to a shape, then it will add the command to be undone to the modifier. Use to undo the effects of this method.

Derived from api method maya.OpenMaya.MFnMesh.setVertexColor

Undo is not currently supported for this method

setVertexNormal(normalIn, vertexId, space='preTransform', modifier=None)

Set Shared Normal for this vertex

Parameters:
normalIn : Vector

The normal to set

vertexId : int

The object-relative (mesh-relative/global) vertex index to set it for

space : Space.Space

World space or Object space

values: ‘transform’, ‘preTransform’, ‘object’, ‘world’

modifier : MDGModifier

Since this method may modify the DG, if you wish to undo its effects, you need to keep track of what needs to be undone. If the modifier is non-null, and this refers to a shape, then it will add the command to be undone to the modifier. Use to undo the effects of this method.

Derived from api method maya.OpenMaya.MSpace.setVertexNormal

syncObject()

If a non-api operation happens that many have changed the underlying Maya object wrapped by this api object, make sure that the api object references a valid maya object. In particular this call should be used if you are calling mel commands from your plugin. Note that this only applies for mesh shapes: in a plugin node where the dataMesh is being accessed directly this is not necessary. Derived from api method maya.OpenMaya.MFnMesh.syncObject

Undo is not currently supported for this method

unlockFaceVertexNormals(faceList, vertexList)

Unlock Normals for these face/vertex pairs

Parameters:
faceList : int list

The faces to unlock normal in

vertexList : int list

The corresponding object-relative (global) vertex indices to unlock them for

Derived from api method maya.OpenMaya.MFnMesh.unlockFaceVertexNormals

Undo is not currently supported for this method

unlockVertexNormals(vertexList)

Unlock Shared Normals for these vertices

Parameters:
vertexList : int list

The vertices to unlock normals for

Derived from api method maya.OpenMaya.MFnMesh.unlockVertexNormals

Undo is not currently supported for this method

updateSurface()

Signal that this polygonal mesh has changed and needs to redraw itself. Derived from api method maya.OpenMaya.MFnMesh.updateSurface

Undo is not currently supported for this method

worldArea(*args, **kwargs)

returns the surface area of the object’s faces in world space as a float Flag can have multiple arguments, passed either as a tuple or a list.

Derived from mel command maya.cmds.polyEvaluate

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