pymel.core.modeling.polyUnite

polyUnite(*args, **kwargs)

This command creates a new poly as an union of a list of polys If no objects are specified in the command line, then the objects from the active list are used.

Flags:

Long Name / Short Name Argument Types Properties
caching / cch bool ../../../_images/create.gif ../../../_images/edit.gif
  Toggle caching for all attributes so that no recomputation is needed.
centerPivot / cp bool  
   
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.
frozen / fzn bool  
   
mergeUVSets / muv int ../../../_images/create.gif
  Specify how UV sets will be merged on the output mesh. The choices are 0 | 1 | 2. 0 = Do not merge. Each UV set on each mesh will become a new UV set in the output. 1 = Merge by name. UV sets with the same name will be merged. 2 = Merge by UV links. UV sets will be merged so that UV linking on the input meshes continues to work. The default is 1 (merge by name). Common flags
name / n unicode ../../../_images/create.gif
  Give a name to the resulting node.
nodeState / nds int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  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 have multiple arguments, passed either as a tuple or a list.
object / o bool  
   
objectPivot / op bool  
   

Derived from mel command maya.cmds.polyUnite

Example:

import pymel.core as pm

pm.polySphere( n='plg1' )
pm.polyCube( w=2, h=.2, d=2, n='plg2' )
pm.move( 0, -1.1, 0 )
pm.polyCube( w=2, h=.2, d=2, n='plg3' )
pm.move( 0, 1.1, 0 )
pm.polyUnite( 'plg1', 'plg2', 'plg3', n='result' )
pm.rotate( 0, 0, 90, 'result' )