pymel.core.animation.polyUniteSkinned¶
- polyUniteSkinned(*args, **kwargs)¶
Command to combine poly mesh objects (as polyUnite) while retaining the smooth skinning setup on the combined object. In query mode, return type is based on queried flag.
Flags:
Long Name / Short Name Argument Types Properties centerPivot / cp bool Set the resulting object’s pivot to the center of the selected objects bounding box. constructionHistory / ch bool Turn the construction history on or off. mergeUVSets / muv int 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). objectPivot / op bool Set the resulting object’s pivot to last selected object’s pivot. Flag can have multiple arguments, passed either as a tuple or a list. Derived from mel command maya.cmds.polyUniteSkinned
Example:
- ::
import pymel.core as pm
pm.polyUniteSkinned( ‘pSphere1’, ‘pSphere2’, ch=0 )