pymel.core.modeling.polyUnite

polyUnite(*args, **kwargs)

This command creates a new poly as an union of a list of polys 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 ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Toggle caching for all attributes so that no recomputation is needed
centerPivot / cp bool ../../../_images/create.gif
  Set the resulting object’s pivot to the center of the selected objects bounding box.
constructionHistory / ch bool  
   
frozen / fzn bool  
   
mergeUVSets / muv int ../../../_images/create.gif
  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).
name / n unicode  
   
nodeState / nds int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  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 Common flags
object / o bool  
   
objectPivot / op bool ../../../_images/create.gif
  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.polyUnite

Example:

import pymel.core as pm

pm.polySphere( n='plg1' )
pm.polyCube( w=2, h=.2, d=2, n='plg2' )
pm.move( 0, -1.1, 0 )
pm.polyCube( w=2, h=.2, d=2, n='plg3' )
pm.move( 0, 1.1, 0 )
pm.polyUnite( 'plg1', 'plg2', 'plg3', n='result' )
pm.rotate( 0, 0, 90, 'result' )