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polyHelix([axis=[linear, linear, linear]], [coils=float], [constructionHistory=boolean], [createUVs=int], [direction=int], [height=linear], [name=string], [radius=linear], [subdivisionsAxis=int], [subdivisionsCaps=int], [subdivisionsCoil=int], [texture=int], [width=linear])
Note: Strings representing object names and arguments must be separated by commas. This is not depicted in the synopsis.
polyHelix is undoable, queryable, and editable.
The polyHelix command creates a new polygonal helix.
string[] | Object name and node name. |
In query mode, return type is based on queried flag.
polyCone, polyCube, polyPipe, polyPlane, polyPlatonicSolid, polyPrism, polyPyramid, polySphere, polyTorus
axis, coils, constructionHistory, createUVs, direction, height, name, radius, subdivisionsAxis, subdivisionsCaps, subdivisionsCoil, texture, width
Long name (short name) |
Argument types |
Properties |
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axis(ax)
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[linear, linear, linear]
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This flag specifies the primitive axis used to build the helix.
Q: When queried, this flag returns a float[3].
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coils(c)
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float
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This flag specifies the number of coils in helix.
C: Default is 1.0
Q: When queried, this flag returns a float.
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createUVs(cuv)
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int
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This flag alows a specific UV mechanism to be selected, while creating the helix.
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 helix will be unwrapped and then the texture will be applied
without any distortion.
In the unwrapped helix, the shared edges will have shared UVs.
2 implies the UVs should be normalized. This will normalize the
U and V direction separately, thereby resulting in distortion of textures.
3 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 window
C: Default is 2.
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direction(d)
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int
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This flag alows a direction of coil to be selected, while creating the helix.
The valid values are 0 or 1.
0 implies clockwise direction.
1 implies counterclockwise direction.
C: Default is 1
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height(h)
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linear
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This flag specifies the height of the helix.
C: Default is 2.0.
Q: When queried, this flag returns a float.
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radius(r)
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linear
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This flag specifies the radius of helix tube.
C: Default is 1.0.
Q: When queried, this flag returns an float.
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subdivisionsAxis(sa)
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int
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This specifies the number of subdivisions around the axis of the helix.
C: Default is 8.
Q: When queried, this flag returns an int.
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subdivisionsCaps(sc)
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int
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This flag specifies the number of subdivisions along the thickness of the coil.
C: Default is 0.
Q: When queried, this flag returns an int.
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subdivisionsCoil(sco)
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int
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This flag specifies the number of subdivisions along the coil of the helix.
C: Default is 50.
Q: When queried, this flag returns an int.
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texture(tx)
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int
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This flag is obsolete and will be removed in the next release.
The -cuv/createUVs flag should be used instead.
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width(w)
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linear
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This specifies the width of the helix.
C: Default is 1.0.
Q: When queried, this flag returns an float.
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Common flags |
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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name(n)
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string
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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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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
# Create a helix with radius 1.0 in anti clockwise direction with no UV's for texture.
cmds.polyHelix(r=1, d=1, cuv=0)
# Create a helix, called "myHelix" with default values.
cmds.polyHelix(n='myHelix')