pymel.core.modeling.polyWedgeFace

polyWedgeFace(*args, **kwargs)

Extrude faces about an axis. The axis is the average of all the selected edges. If the edges are not aligned, the wedge may not look intuitive. To separately wedge faces about different wedge axes, the command should be issued as many times as the wedge axes. (as in the second example)

Flags:

Long Name / Short Name Argument Types Properties
axis / ax float, float, float ../../../_images/create.gif
  This flag (along with -center) can be used instead of the -edge flag to specify the axis about which the wedge is performed. The flag expects three coordinates that form a vector about which the rotation is performed.
axisX / asx float  
   
axisY / asy float  
   
axisZ / asz float  
   
caching / cch bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Toggle caching for all attributes so that no recomputation is needed
center / cen float, float, float ../../../_images/create.gif
  This flag (along with -axis) can be used instead of the -edge flag to specify the location about which the wedge is performed. The flag expects three coordinates that define the center of rotation.
centerX / ctx float  
   
centerY / cty float  
   
centerZ / ctz float  
   
constructionHistory / ch bool ../../../_images/create.gif ../../../_images/query.gif
  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.
divisions / d int ../../../_images/create.gif
  This flag specifies the number of subdivisions along the extrusion.
edge / ed int ../../../_images/create.gif
  This flag specifies the edgeId that should be used to perform the wedge about. Multiple edges can be specified. The wedge operation is performed about an axis that is the average of all the edges. It is recommended that only colinear edges are used, otherwise the result may not look intuitive. Instead of specifying the -edge flag, the wedge can be performed about a point and axis. See the -center and -axis flags for details.
frozen / fzn bool  
   
name / n unicode ../../../_images/create.gif
  Give a name to the resulting node.
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
wedgeAngle / wa float ../../../_images/create.gif
  This flag specifies the angle of rotation.
worldSpace / ws bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  This flag specifies which reference to use. If on: all geometrical values are taken in world reference. If off: all geometrical values are taken in object reference. C: Default is off. Q: When queried, this flag returns an int. Flag can have multiple arguments, passed either as a tuple or a list.

Derived from mel command maya.cmds.polyWedgeFace

Example:

import pymel.core as pm

pm.polyPlane( n='plg', w=10, h=10 )

# Wedge about a single axis
pm.polyWedgeFace( 'plg.f[24:29]', 'plg.f[34]', 'plg.f[44]', 'plg.f[54]', 'plg.f[64]', 'plg.f[74:79]', ws=1, wedgeAngle=90, divisions=8, ed=(62,167), ch=1 )

# Wedge about multiple axes (one axis for each command)
pm.polyCube( n='plg', w=1, h=1, d=1, sx=4, sy=4, sz=4, ax=(0, 1, 0), tx=1, ch=1 )
pm.polyWedgeFace( 'plg.f[64:79]', ws=1, wedgeAngle=90, divisions=9, ed=(128, 133, 138, 143), ch=1 )
pm.polyWedgeFace( 'plg.f[0:15]', ws=1, wedgeAngle=90, divisions=9, ed=(0, 1, 2, 3), ch=1 )
pm.polyWedgeFace( 'plg.f[80:95]', ws=1, wedgeAngle=90, divisions=9, ed=(100, 105, 110, 115), ch=1 )
pm.polyWedgeFace( 'plg.f[32:47]', ws=1, wedgeAngle=90, divisions=9, ed=(36, 37, 38, 39), ch=1 )