pymel.core.modeling.polyChipOff

polyChipOff(*args, **kwargs)

Extract facets. Faces can be extracted separately or together, and manipulations can be performed either in world or object space.

Flags:

Long Name / Short Name Argument Types Properties
attraction / att float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Attraction, related to magnet. The range is [-2.0, 2.0]. Default:0.0
caching / cch bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Toggle caching for all attributes so that no recomputation is needed
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.
duplicate / dup bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  If on, facets are duplicated, otherwise original facets are removed. C: Default is on. Q: When queried, this flag returns an int.
frozen / fzn bool  
   
gain / ga float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Gain factor per component. Can be painted using Artisan. Default:1.0
gravity / g float, float, float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  The gravity vector. Default:0.0, -1.0, 0.0
gravityX / gx float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Gravity X coord.
gravityY / gy float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Gravity Y coord.
gravityZ / gz float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Gravity Z coord.
keepFacesTogether / kft bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  How to extrude edges. If on, extruded faces produced from the edges being extruded will be kept together. Otherwise they are pulled independently. Default:true
keepFacetTogether / xft bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  How to extrude edges. If on, extruded faces produced from the edges being extruded will be kept together. Otherwise they are pulled independently. Default:true
localCenter / lc int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Local center on the edge : 0=Middle point, 1=Start point, 2=End point. Default:0
localDirection / ld float, float, float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Direction to determine X axis for local space. Default:1.0, 0.0, 0.0
localDirectionX / ldx float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  X coord of the X axis.
localDirectionY / ldy float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Y coord of the X axis.
localDirectionZ / ldz float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Z coord of the X axis.
localRotate / lr float, float, float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  The local rotations. Default:0.0, 0.0, 0.0
localRotateX / lrx float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Local rotate X coord. The range is [0, 360].
localRotateY / lry float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Local rotate Y coord. The range is [0, 360].
localRotateZ / lrz float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Local rotate Z coord : Rotation along the normal. The range is [0, 360].
localScale / ls float, float, float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Local Scale. Default:1.0, 1.0, 1.0
localScaleX / lsx float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Scale X coord.
localScaleY / lsy float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Scale Y coord.
localScaleZ / lsz float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Scale Z coord.
localTranslate / lt float, float, float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Local translate. Default:0.0, 0.0, 0.0
localTranslateX / ltx float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Local translation X coord.
localTranslateY / lty float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Local translation Y coord.
localTranslateZ / ltz float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Local translation Z coord : Move along the normal.
magnX / mx float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Magnet X coord.
magnY / my float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Magnet Y coord.
magnZ / mz float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Magnet Z coord.
magnet / m float, float, float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  The magnet vector. Default:0.0, 0.0, 0.0
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
offset / off float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Local offset. Faces are moved this distance towards the inside of the face. Default:0.0
pivot / pvt float, float, float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  The pivot for scaling and rotation. Default:0.0, 0.0, 0.0
pivotX / pvx float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Pivot X coord.
pivotY / pvy float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Pivot Y coord.
pivotZ / pvz float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Pivot Z coord.
random / ran float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Random value for all parameters. Default:0.0
rotate / ro float, float, float  
   
rotateX / rx float  
   
rotateY / ry float  
   
rotateZ / rz float  
   
scale / s float, float, float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Scaling vector. Default:1.0, 1.0, 1.0
scaleX / sx float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Scale X coord.
scaleY / sy float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Scale Y coord.
scaleZ / sz float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Scale Z coord.
translate / t float, float, float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Translation vector. Default:0.0, 0.0, 0.0
translateX / tx float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Translation X coord.
translateY / ty float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Translation Y coord.
translateZ / tz float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Translation Z coord.
weight / w float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  The weight, related to gravity. Default:0.0
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.polyChipOff

Example:

import pymel.core as pm

# Duplicate
pm.polyPlane( n='plg', w=10, h=10 )
pm.polyChipOff( 'plg.f[71:72]', 'plg.f[81:82]', dup=True, ltz=1 )
#facets are duplicated and translated in local space

# Extract
pm.polyChipOff( 'plg.f[11:12]', 'plg.f[21:22]', dup=False, ty=1 )
#facets are extracted and translated in world space

# Separate
pm.polyChipOff( 'plg.f[15:16]', 'plg.f[23:24]', dup=False, kft=False, ls=(.5, .5, 0) )
#facets are extracted then scaled separately

# Together
pm.polyChipOff( 'plg.f[73:74]', 'plg.f[83:84]', dup=False, kft=True, ls=(.5, .5, 0) )
#facets are extracted then scaled together