Merges selected triangles of a polygonal object into four-sided faces.
Long name (short name) | Argument Types | Properties | |
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angle (a) | float | ||
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caching (cch) | bool | ||
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constructionHistory (ch) | bool | ||
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. |
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keepGroupBorder (kgb) | bool | ||
Keep facet group border : If “on”, the borders of selected faces are maintained, otherwise the borders of selected facets may be modified.C: Default is “on”.Q: When queried, this flag returns an int. |
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keepHardEdges (khe) | bool | ||
Keep hard edges : If “on”, the hard edges of selected faces are maintained, otherwise they may be deleted between two triangles.C: Default is “on”.Q: When queried, this flag returns an int. |
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keepTextureBorders (ktb) | bool | ||
Keep texture border : If “on”, the borders of texture maps are maintained, otherwise the boreders of texture maps may be modified.C: Default is “on”.Q: When queried, this flag returns an int.Common flags |
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name (n) | unicode | ||
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nodeState (nds) | int | ||
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 appear in Create mode of commandFlag can have multiple arguments, passed either as a tuple or a list. |
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worldSpace (ws) | bool | ||
This flag specifies which reference to use. If “on” : all geometrical values are taken in world reference. If “off” : all geometrical values are taken in object reference.C: Default is “off”.Q: When queried, this flag returns an int. |
Derived from mel command maya.cmds.polyQuad
Example:
import pymel.core as pm
import maya.cmds as cmds
pm.polyCube( n='plg1', sx=3, sy=3, sz=3, w=5, h=5, d=5 )
pm.move( -5, 0, 0 )
pm.polyCube( n='plg2', sx=3, sy=3, sz=3, w=5, h=5, d=5 )
pm.move( 5, 0, 0 )
pm.delete( 'plg1.f[9:17]' )
pm.polyTriangulate( 'plg1.f[0:44]' )
pm.delete( 'plg2.f[9:17]' )
pm.polyTriangulate( 'plg2.f[0:44]' )
pm.polyMoveVertex( 'plg1.vtx[20:35]', ltz=2.5 )
pm.polyMoveVertex( 'plg2.vtx[20:35]', ltz=2.5 )
#Only coplanar triangles will be merged.
pm.polyQuad( 'plg1.f[0:89]', a=0.0 )
#All possible triangles will be merged.
pm.polyQuad( 'plg2.f[0:89]', a=180.0 )