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 Attraction, related to magnet. The range is [-2.0, 2.0]. Default:0.0 caching / cch bool Toggle caching for all attributes so that no recomputation is needed constructionHistory / ch bool 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 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 Gain factor per component. Can be painted using Artisan. Default:1.0 gravity / g float, float, float The gravity vector. Default:0.0, -1.0, 0.0 gravityX / gx float Gravity X coord. gravityY / gy float Gravity Y coord. gravityZ / gz float Gravity Z coord. keepFacesTogether / kft bool 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 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 Local center on the edge : 0=Middle point, 1=Start point, 2=End point. Default:0 localDirection / ld float, float, float Direction to determine X axis for local space. Default:1.0, 0.0, 0.0 localDirectionX / ldx float X coord of the X axis. localDirectionY / ldy float Y coord of the X axis. localDirectionZ / ldz float Z coord of the X axis. localRotate / lr float, float, float The local rotations. Default:0.0, 0.0, 0.0 localRotateX / lrx float Local rotate X coord. The range is [0, 360]. localRotateY / lry float Local rotate Y coord. The range is [0, 360]. localRotateZ / lrz float Local rotate Z coord : Rotation along the normal. The range is [0, 360]. localScale / ls float, float, float Local Scale. Default:1.0, 1.0, 1.0 localScaleX / lsx float Scale X coord. localScaleY / lsy float Scale Y coord. localScaleZ / lsz float Scale Z coord. localTranslate / lt float, float, float Local translate. Default:0.0, 0.0, 0.0 localTranslateX / ltx float Local translation X coord. localTranslateY / lty float Local translation Y coord. localTranslateZ / ltz float Local translation Z coord : Move along the normal. magnX / mx float Magnet X coord. magnY / my float Magnet Y coord. magnZ / mz float Magnet Z coord. magnet / m float, float, float The magnet vector. Default:0.0, 0.0, 0.0 name / n unicode Give a name to the resulting node. 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 offset / off float Local offset. Faces are moved this distance towards the inside of the face. Default:0.0 pivot / pvt float, float, float The pivot for scaling and rotation. Default:0.0, 0.0, 0.0 pivotX / pvx float Pivot X coord. pivotY / pvy float Pivot Y coord. pivotZ / pvz float Pivot Z coord. random / ran float 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 Scaling vector. Default:1.0, 1.0, 1.0 scaleX / sx float Scale X coord. scaleY / sy float Scale Y coord. scaleZ / sz float Scale Z coord. translate / t float, float, float Translation vector. Default:0.0, 0.0, 0.0 translateX / tx float Translation X coord. translateY / ty float Translation Y coord. translateZ / tz float Translation Z coord. weight / w float The weight, related to gravity. Default:0.0 worldSpace / ws bool 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