pymel.core.modeling.polyBoolOp¶
- polyBoolOp(*args, **kwargs)¶
This command creates a new poly as the result of a boolean operation on input polys : union, intersection, difference. Only for difference, the order of the selected objects is important : result = object1 - object2. 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 Toggle caching for all attributes so that no recomputation is needed classification / cls int constructionHistory / ch bool faceAreaThreshold / fat float Area threshold to determine whether faces should be collapsed before boolean. Attribute is ignored unless useThresholds is set to true Default:0.0001 frozen / fzn bool mergeUVSets / muv int Specify how UV sets will be merged on the output mesh. 0 = No 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 merge by name. name / n unicode nodeState / nds int Maya dependency nodes have 6 possible states. The Normal (0), HasNoEffect (1), and Blocking (2)states can be used to alter how the graph is evaluated. The Waiting-Normal (3), Waiting-HasNoEffect (4), Waiting-Blocking (5)are for internal use only. They temporarily shut off parts of the graph during interaction (e.g., manipulation). The understanding is that once the operation is done, the state will be reset appropriately, e.g. Waiting-Blockingwill reset back to Blocking. The Normaland Blockingcases apply to all nodes, while HasNoEffectis node specific; many nodes do not support this option. Plug-ins store state in the MPxNode::stateattribute. Anyone can set it or check this attribute. Additional details about each of these 3 states follow. StateDescriptionNormalThe normal node state. This is the default.HasNoEffectThe HasNoEffectoption (a.k.a. pass-through), is used in cases where there is an operation on an input producing an output of the same data type. Nearly all deformers support this state, as do a few other nodes. As stated earlier, it is not supported by all nodes. Its typical to implement support for the HasNoEffectstate in the nodes compute method and to perform appropriate operations. Plug-ins can also support HasNoEffect. The usual implementation of this state is to copy the input directly to the matching output without applying the algorithm in the node. For deformers, applying this state leaves the input geometry undeformed on the output. BlockingThis is implemented in the depend node base class and applies to all nodes. Blockingis applied during the evaluation phase to connections. An evaluation request to a blocked connection will return as failures, causing the destination plug to retain its current value. Dirty propagation is indirectly affected by this state since blocked connections are never cleaned. When a node is set to Blockingthe behavior is supposed to be the same as if all outgoing connections were broken. As long as nobody requests evaluation of the blocked node directly it wont evaluate after that. Note that a blocked node will still respond to getAttrrequests but a getAttron a downstream node will not reevaluate the blocked node. Setting the root transform of a hierarchy to Blockingwont automatically influence child transforms in the hierarchy. To do this, youd need to explicitly set all child nodes to the Blockingstate. For example, to set all child transforms to Blocking, you could use the following script. import maya.cmds as cmds def blockTree(root): nodesToBlock = [] for node in {child:1 for child in cmds.listRelatives( root, path=True, allDescendents=True )}.keys(): nodesToBlock += cmds.listConnections(node, source=True, destination=True ) for node in {source:1 for source in nodesToBlock}.keys(): cmds.setAttr( ‘%s.nodeState’ % node, 2 ) Applying this script would continue to draw objects but things would not be animated. Default:kdnNormal Flag can have multiple arguments, passed either as a tuple or a list. object / o bool operation / op int Boolean operation type. 1=union, 2=difference, 3=intersection. Default type is union. Default:kBoolOpUnion preserveColor / pcr bool If true, boolean op will compute color for the new mesh. If false, the new mesh won’t have any color set. Default:false useThresholds / uth bool If true, merge vertices with separations less then vertexDistanceThreshold and collapse faces with areas less then faceAreaThreshold. If false, do not merge vertices or collapse faces Default:false vertexDistanceThreshold / vdt float Tolerance to determine whether vertices (and edges) should be merged before boolean operation is applied. Attribute is ignored unless useThresholds is set to true Default:0.001 Flags from polyCBoolOpFlags From polyUnite Node Derived from mel command maya.cmds.polyBoolOp
Example:
import pymel.core as pm # Union pm.polyCube( n='Cube1', w=1, h=10, d=1 ) pm.polyCube( n='cub1', w=3, h=3, d=3 ) pm.polyBoolOp( 'cub1', 'Cube1', op=1, n='result1' ) # Difference pm.polyCube( n='Cube2', w=1, h=10, d=1 ) pm.polyCube( n='cub2', w=3, h=3, d=3 ) pm.polyBoolOp( 'cub2', 'Cube2', op=2, n='result2' ) pm.move( 5, 0, 0, 'result2' ) # Intersection pm.polyCube( n='Cube3', w=1, h=10, d=1 ) pm.polyCube( n='cub3', w=3, h=3, d=3 ) pm.polyBoolOp( 'cub3', 'Cube3', op=3, n='result3' ) pm.move( 10, 0, 0, 'result3' )