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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.
In query mode, return type is based on queried flag.
polyAppend, polyAppendVertex, polyBevel, polyChipOff, polyCreateFacet, polyExtrudeEdge, polyExtrudeFacet, polySmooth, polySplitVertex, polySubdivideEdge, polySubdivideFacet, polyTriangulate
caching, constructionHistory, direction, divisions, name, nodeState, rootEdge, smoothingAngle, splitType, weight
Long name (short name) |
Argument types |
Properties |
weight(wt)
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float
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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
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splitType(stp)
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int
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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.
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divisions(div)
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int
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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.
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direction(dr)
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boolean
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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
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rootEdge(re)
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int
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The edge id of the object, to be used as a reference for
the flags absoluteWeight and direction.
Default is -1
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smoothingAngle(sma)
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angle
|
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Subdivide new edges will be soft if less then this angle.
Default is 180.0
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Common flags |
name(n)
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string
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Give a name to the resulting node.
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constructionHistory(ch)
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boolean
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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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caching(cch)
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boolean
|
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Toggle caching for all attributes so that no recomputation is needed
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nodeState(nds)
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int
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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
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Flag can appear in Create mode of command
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Flag can appear in Edit mode of command
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Flag can appear in Query mode of command
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Flag can have multiple arguments, passed either as a tuple or a list.
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import maya.cmds as cmds
cmds.polyCube()
cmds.select('pCube1.e[0:3]')
cmds.polySplitRing( sma=180, wt=0.2)