pymel.core.modeling.stitchSurfacePoints¶
- stitchSurfacePoints(*args, **kwargs)¶
The stitchSurfacePoints command aligns two or more surface points along the boundaries together to a single point. In the process, a node to average the points is created. The points are averaged together in a weighted fashion. The points may be control vertices along the boundaries. If the points are CVs then they are stitched together only with positional continuity. Note: No two points can lie on the same surface.
Flags:
Long Name / Short Name Argument Types Properties bias / b float Blend CVs in between input surface and result from stitch. A value of 0.0 returns the input surface. Default:1.0 caching / cch bool Toggle caching for all attributes so that no recomputation is needed cascade / c bool Cascade the created stitch node. (Only if the surface has a stitch history) Default is ‘false’. constructionHistory / ch bool Turn the construction history on or off. cvIthIndex / ci int The ith boundary CV index on the input surface. Default:-1 cvJthIndex / cj int The jth boundary CV index on the input surface. Default:-1 equalWeight / ewt bool Assign equal weights to all the points being stitched together. Default is ‘true’. If false, the first point is assigned a weight of 1.0 and the rest are assigned 0.0. fixBoundary / fb bool Fix Boundary CVs while solving for any G1 constraints. Default:false frozen / fzn bool keepG0Continuity / kg0 bool Stitch together the points with positional continuity. Default is ‘true’. keepG1Continuity / kg1 bool Stitch together the points with tangent continuity. Default is ‘false’. 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. parameterU / u float The U parameter value on surface for a point constraint. Default:-10000 parameterV / v float The V parameter value on surface for a point constraint. Default:-10000 positionalContinuity / pc bool Toggle on (off) G0 continuity at edge corresponding to multi index. Default:true replaceOriginal / rpo bool Create in place(i.e., replace). Flag can have multiple arguments, passed either as a tuple or a list. stepCount / sc int Step count for the number of discretizations. Default:20 tangentialContinuity / tc bool Toggle on (off) G1 continuity across edge corresponding to multi index. Default:false togglePointNormals / tpn bool Toggle on (off) normal point constraints on the surface. Default:false togglePointPosition / tpp bool Toggle on (off) position point constraints on the surface. Default:true toggleTolerance / tt bool Toggle on (off) so as to use Tolerance or specified steps for discretization. Default:false tolerance / tol float Tolerance to use while discretizing the edge. Default:0.1 Common flags Derived from mel command maya.cmds.stitchSurfacePoints
Example:
import pymel.core as pm # stitch together four corner control vertices to the average of the four corners. pm.stitchSurfacePoints( 'nurbsPlane2.cv[0][0]', 'nurbsPlane1.cv[3][0]', 'nurbsPlane4.cv[0][3]', 'nurbsPlane3.cv[3][3]', ewt=True ) # stitch together two edit points to the edit point nurbsPlane2.ep[0][0]. pm.stitchSurfacePoints( 'nurbsPlane2.ep[0][0]', 'nurbsPlane1.ep[1][0]', ewt=False )