Smooth a polygonal object. This command works on polygonal objects or faces.
Long name (short name) | Argument Types | Properties | |
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boundaryRule (bnr) | int | ||
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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continuity (c) | float | ||
This flag specifies the smoothness parameter. The minimum value of 0.0 specifies that the faces should only be subdivided. Maximum value of 1.0 smooths the faces as much as possible.C: Default is 1.0Q: When queried, this flag returns a float. |
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degree (deg) | int | ||
divisions (dv) | int | ||
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divisionsPerEdge (dpe) | int | ||
keepBorder (kb) | bool | ||
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keepHardEdge (khe) | bool | ||
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keepMapBorders (kmb) | int | ||
keepSelectionBorder (ksb) | bool | ||
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keepTesselation (xkt) | bool | ||
keepTessellation (kt) | bool | ||
If true, the object will be tessellated consistently at each frame. If false, non-starlike faces will be triangulated before being subdivided, to avoid self- overlapping faces.C: Default is true.Q: When queried, this flag returns a boolean. Common flagsCommon flags |
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method (mth) | int | ||
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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propagateEdgeHardness (peh) | bool | ||
If true, edges which are a result of smoothed edges will be given the same value for their edge hardness. New subdivided edges will always be smooth.C: Default is false.Q: When queried, this flag returns a boolean. |
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pushStrength (ps) | float | ||
roundness (ro) | float | ||
smoothUVs (suv) | bool | ||
subdivisionLevels (sl) | int | ||
Derived from mel command maya.cmds.polySmooth
Example:
import pymel.core as pm
pm.polyCube( n='plg1' )
pm.move( -3, 0, 2 )
pm.polyCube( n='plg2' )
pm.move( -3, 0, -2 )
pm.polyCube( n='plg3' )
pm.move( 0, 0, 2 )
pm.delete( 'plg3.f[1]' )
pm.polyCube( n='plg4' )
pm.move( 0, 0, -2 )
pm.delete( 'plg4.f[1]' )
pm.polyCube( n='plg5' )
pm.move( 3, 0, 2 )
pm.polyCube( n='plg6' )
pm.move( 3, 0, -2 )
pm.polyOptions( ao=True, db=1 )
# only one division:
pm.polySmooth( 'plg1.f[0:5]', dv=1 )
# 2 divisions produces a round-ish object
pm.polySmooth( 'plg2.f[0:5]', dv=2 )
# keep border edges
pm.select( 'plg3.f[0:4]' )
pm.polySmooth( kb=1 )
# don't keep border edges
pm.select( 'plg4.f[0:4]' )
pm.polySmooth( kb=0 )
# 1 division, continuity 0.2
pm.select( 'plg5' )
pm.polySmooth( c=0.2 )
# 1 division, continuity 0.8
pm.polySmooth( 'plg6.f[0:5]', c=0.8 )