pymel.core.modeling.polySmooth¶
- polySmooth(*args, **kwargs)¶
Smooth a polygonal object. This command works on polygonal objects or faces.
Flags:
Long Name / Short Name Argument Types Properties boundaryRule / bnr int 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. continuity / c float This flag specifies the smoothness parameter. The minimum value of 0.0 specifies that the faces should only be subdivided. Maximum value of 1.0 smooths the faces as much as possible. C: Default is 1.0 Q: When queried, this flag returns a float. degree / deg int Degree of the resulting limit surface divisions / dv int This flag specifies the number of recursive smoothing steps. C: Default is 1. Q: When queried, this flag returns an int. divisionsPerEdge / dpe int Number of subdivisions along one edge for each step. frozen / fzn bool keepBorder / kb bool If on, the border of the object will not move during smoothing operation. C: Default is on. Q: When queried, this flag returns an int. keepHardEdge / khe bool If true, vertices on hard edges will not be modified. C: Default is false. Q: When queried, this flag returns a boolean. keepMapBorders / kmb int Treatment of UV map borders 0 - all map border edges will be smoothed 1 - map borders that are also geometry borders will be smoothed 2 - no map borders will be smoothed keepSelectionBorder / ksb bool If true, vertices on border of the selection will not be modified. C: Default is false. Q: When queried, this flag returns a boolean. keepTesselation / xkt bool If true: the object will be smoothed consistently from frame to frame. This is best when the object is being deformed or animated . If false: non-starlike faces will be triangulated before being smoothed. This avoids self-overlapping faces, but could lead to a change in topology (number of vertices/faces) from frame to frame, during an animated deformation. keepTessellation / kt bool If true: the object will be smoothed consistently from frame to frame. This is best when the object is being deformed or animated . If false: non-starlike faces will be triangulated before being smoothed. This avoids self-overlapping faces, but could lead to a change in topology (number of vertices/faces) from frame to frame, during an animated deformation. method / mth int Type of smoothing algorithm to use 0 - exponential - traditional smoothing 1 - linear - number of faces per edge grows linearly name / n unicode Give a name to the resulting node. 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 Flags From The polySmoothFacet Node osdCreaseMethod / ocr int Controls how boundary edges and vertices are interpolated. osdFvarBoundary / ofb int Controls how boundaries are treated for face-varying data (UVs and Vertex Colors). osdFvarPropagateCorners / ofc bool osdSmoothTriangles / ost bool Apply a special subdivision rule be applied to all triangular faces that was empirically determined to make triangles subdivide more smoothly. osdVertBoundary / ovb int Controls how boundary edges and vertices are interpolated. propagateEdgeHardness / peh bool If true, edges which are a result of smoothed edges will be given the same value for their edge hardness. New subdivided edges will always be smooth. C: Default is false. Q: When queried, this flag returns a boolean. pushStrength / ps float COMMENT 0.0 is approximation, 1.0 is interpolation scheme roundness / ro float When 1.0, push vectors are renormalized to keep length constant smoothUVs / suv bool If true: UVs as well as geometry will be smoothed subdivisionLevels / sl int Number of times the subdivide and smooth operation is run. subdivisionType / sdt int The subdivision method used for smoothing. C: Default is 0. 0: Maya Catmull-Clark 1: OpenSubdiv Catmull-Clark Flag can have multiple arguments, passed either as a tuple or a list. Derived from mel command maya.cmds.polySmooth
Example:
import pymel.core as pm pm.polyCube( n='plg1' ) pm.move( -3, 0, 2 ) pm.polyCube( n='plg2' ) pm.move( -3, 0, -2 ) pm.polyCube( n='plg3' ) pm.move( 0, 0, 2 ) pm.delete( 'plg3.f[1]' ) pm.polyCube( n='plg4' ) pm.move( 0, 0, -2 ) pm.delete( 'plg4.f[1]' ) pm.polyCube( n='plg5' ) pm.move( 3, 0, 2 ) pm.polyCube( n='plg6' ) pm.move( 3, 0, -2 ) pm.polyOptions( ao=True, db=1 ) # only one division: pm.polySmooth( 'plg1.f[0:5]', dv=1 ) # 2 divisions produces a round-ish object pm.polySmooth( 'plg2.f[0:5]', dv=2 ) # keep border edges pm.select( 'plg3.f[0:4]' ) pm.polySmooth( kb=1 ) # don't keep border edges pm.select( 'plg4.f[0:4]' ) pm.polySmooth( kb=0 ) # 1 division, continuity 0.2 pm.select( 'plg5' ) pm.polySmooth( c=0.2 ) # 1 division, continuity 0.8 pm.polySmooth( 'plg6.f[0:5]', c=0.8 )