pymel.core.modeling.polyToSubdiv¶
- polyToSubdiv(*args, **kwargs)¶
This command converts a polygon and produces a subd surface. The name of the new subdivision surface is returned. If construction history is ON, then the name of the new dependency node is returned as well.
Flags:
Long Name / Short Name Argument Types Properties absolutePosition / ap bool If true, the possible blind data information that comes from the polygon will be treated as absolute positions of the vertices, instead of the relative offsets. You most likelly just want to use the default of false, unless you know that the blind data has the absolute positions in it. Default:false addUnderTransform / aut bool If true then add the new subdivision surface under the poly’s transform. applyMatrixToResult / amr bool If true, the matrix on the input geometry is applied to the object and the resulting geometry will have identity matrix on it. If false the conversion is done on the local space object and the resulting geometry has the input object’s matrix on it. Default:true caching / cch bool Toggle caching for all attributes so that no recomputation is needed constructionHistory / ch bool Turn the construction history on or off. frozen / fzn bool maxEdgesPerVert / me int The maximum allowed valence for a vertex on the input mesh Default:32 maxPolyCount / mpc int The maximum number of polygons accepted on the input mesh. Default:1000 name / n unicode Sets the name of the newly-created node. If it contains namespace path, the new node will be created under the specified namespace; if the namespace does not exist, it will be created. 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 object / o bool Create the result, or just the dependency node. Flag can have multiple arguments, passed either as a tuple or a list. preserveVertexOrdering / pvo bool Preserve vertex ordering in conversion Default:true quickConvert / qc bool Debug flag to test the performance Default:true uvPoints / uvp float, float This is a cached uv point needed to transfer uv data associated with finer level vertices (when switching between standard editing mode and poly proxy mode. uvPointsU / uvu float U value of a cached uv point uvPointsV / uvv float V value of a cached uv point uvTreatment / uvt int Treatment of Subd UVs when in proxy mode: 0 - preserve Subd UVs1 - build Subd UVs from Poly UVs2 - no UVs on SubdDefault:0 Common flags Derived from mel command maya.cmds.polyToSubdiv
Example:
import pymel.core as pm # To create a new subdivision surface from a polygon: pm.polyToSubdiv( 'polySphere1' ) # To create a new subdivision surface from a polygon with history so that # the tesselation can be edited afterwards: pm.polyToSubdiv( 'polySphere1', ch=True )