The cylinder command creates a new polygonal cylinder.
Long name (short name) | Argument Types | Properties | |
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axis (ax) | float, float, float | ||
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caching (cch) | bool | ||
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.Flag can appear in Create mode of commandFlag can have multiple arguments, passed either as a tuple or a list. |
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createUVs (cuv) | int | ||
This flag alows a specific UV mechanism to be selected, while creating the primitive.The valid values are 0, 1, 2 or 3.0 implies that no UVs will be generated (No texture to be applied).1 implies UVs should be created for the object as a whole without any normalization.The primitive will be unwrapped and then the texture will be appliedwithout any distortion.In the unwrapped primitive, the shared edges will have shared UVs.2 implies the UVs should be normalized. This will normalize theU and V direction separately, thereby resulting in distortion of textures.4 implies UVs are created so that the texture will not be distorted when applied.The texture lying outside the UV range will be truncated (since that cannot besqueezed in, without distorting the texture.For better understanding of these options, you may have to open thetexture view windowC: Default is 3 |
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height (h) | float | ||
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name (n) | unicode | ||
Sets the name of the newly-created node. If it contains namespace path, the new node will be created under the specified namespace; if the namespace does not exist, it will be created. |
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nodeState (nds) | int | ||
object (o) | bool | ||
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radius (r) | float | ||
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roundCap (rcp) | bool | ||
subdivisionsAxis (sa) | int | ||
subdivisionsCaps (sc) | int | ||
subdivisionsHeight (sh) | int | ||
subdivisionsX (sx) | int | ||
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subdivisionsY (sy) | int | ||
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subdivisionsZ (sz) | int | ||
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texture (tx) | int | ||
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Derived from mel command maya.cmds.polyCylinder
Example:
import pymel.core as pm
# Create a rectangle, with 10 subdivisions in the X direction,
# 15 subdivisions in the Y direction and 20 subdivisions in the Z direction,
# the height of the cylinder is 20.
pm.polyCylinder( sx=10, sy=15, sz=5, h=20)
# Create a cylinder, called "myCylinder", on each direction there are 5 subdivisions.
pm.polyCylinder(n='myCylinder', sx=5, sy=5, sz=5)
# Query the radius of "myCylinder"
r = pm.polyCylinder( 'myCylinder', q=True, r=True )