pymel.core.modeling.polyPoke¶
- polyPoke(*args, **kwargs)¶
Introduces a new vertex in the middle of the selected face, and connects it to the rest of the vertices of the face.
Flags:
Long Name / Short Name Argument Types Properties caching / cch bool Toggle caching for all attributes so that no recomputation is needed. 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. frozen / fzn bool localTranslate / lt float, float, float Translate the new vertex in the local face coordinate. localTranslateX / ltx float Translate the new vertex in the local face coordinate along X. localTranslateY / lty float Translate the new vertex in the local face coordinate along Y. localTranslateZ / ltz float Translate the new vertex in the local face coordinate along Z. name / n unicode Give a name to the resulting node. 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 have multiple arguments, passed either as a tuple or a list. translate / t float, float, float Translate the new vertex in the world space. translateX / tx float Translate the new vertex in the world space along X. translateY / ty float Translate the new vertex in the world space along Y. translateZ / tz float Translate the new vertex in the world space along Z. worldSpace / ws bool This flag specifies if the operation has to be performed in the world space or not. Common flags Derived from mel command maya.cmds.polyPoke
Example:
import pymel.core as pm # To poke all the faces of a polyCube... # pm.polyCube( w=1, h=1, d=1, sx=1, sy=1, sz=1, ax=(0, 1, 0), tx=1, ch=1, n='pCube' ) pm.polyPoke( 'pCube.f[0:5]', ch=1 ) # To poke all the faces of a polyCube, and pull the # new vertices by one unit along the face normal # pm.polyCube( w=1, h=1, d=1, sx=1, sy=1, sz=1, ax=(0, 1, 0), tx=1, ch=1, n='pCubePull' ) pm.polyPoke( 'pCubePull.f[0:5]', ltx=0, lty=0, ltz=1, ch=1 )