pymel.core.modeling.polyCube

polyCube(*args, **kwargs)

The cube command creates a new polygonal cube.

Flags:
Long name (short name) Argument Types Properties
axis (ax) float, float, float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
This flag specifies the primitive axis used to build the cube. Q: When queried, this flag returns a float[3].
caching (cch) bool ../../../_images/query.gif ../../../_images/edit.gif
   
constructionHistory (ch) bool ../../../_images/create.gif ../../../_images/query.gif
 

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 have multiple arguments, passed either as a tuple or a list.

createUVs (cuv) int ../../../_images/create.gif
 

This flag alows a specific UV mechanism to be selected, while creating the cube. The valid values are 0, 1, 2 ,3 or 4. 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 cube will be unwrapped and then the texture will be applied without any distortion. In the unwrapped cube, the shared edges will have shared UVs. 2 implies UVs are created separately for each of the faces of the cube. 3 implies the UVs should be normalized. This will normalize the U 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 be squeezed in, without distorting the texture. For better understanding of these options, you may have to open the texture view windowC: Default is 4

depth (d) float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
This flag specifies the depth of the cube. C: Default is 1.0. Q: When queried, this flag returns a float.
height (h) float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
This flag specifies the height of the cube. C: Default is 1.0. Q: When queried, this flag returns a float.
name (n) unicode ../../../_images/create.gif
 
Give a name to the resulting node.
nodeState (nds) int ../../../_images/query.gif ../../../_images/edit.gif
   
object (o) bool ../../../_images/create.gif
 
Create the result, or just the dependency node (where applicable). Common flags
subdivisionsDepth (sd) int ../../../_images/query.gif ../../../_images/edit.gif
   
subdivisionsHeight (sh) int ../../../_images/query.gif ../../../_images/edit.gif
   
subdivisionsWidth (sw) int ../../../_images/query.gif ../../../_images/edit.gif
   
subdivisionsX (sx) int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
This specifies the number of subdivisions in the X direction for the cube. C: Default is 1. Q: When queried, this flag returns an int.
subdivisionsY (sy) int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
This flag specifies the number of subdivisions in the Y direction for the cube. C: Default is 1. Q: When queried, this flag returns an int.
subdivisionsZ (sz) int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
This flag specifies the number of subdivisions in the Z direction for the cube. C: Default is 1. Q: When queried, this flag returns an int.
texture (tx) int ../../../_images/create.gif
 
This flag is obsolete and will be removed in the next release. The -cuv/createUVs flag should be used instead. Common flags
width (w) float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
This flag specifies the width of the cube. C: Default is 1.0. Q: When queried, this flag returns a float.

Derived from mel command maya.cmds.polyCube

Example:

import pymel.core as pm

pm.polyCube( sx=10, sy=15, sz=5, h=20 )
#result is a 20 units height rectangular box
#with 10 subdivisions along X, 15 along Y and 20 along Z.

pm.polyCube( sx=5, sy=5, sz=5 )
#result has 5 subdivisions along all directions, default size

# query the width of a cube
w = pm.polyCube( 'polyCube1', q=True, w=True )

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