pymel.core.modeling.polyCylinder

polyCylinder(*args, **kwargs)

The cylinder command creates a new polygonal cylinder.

Flags:

Long Name / Short Name Argument Types Properties
axis / ax float, float, float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  This flag specifies the primitive axis used to build the cylinder. Q: When queried, this flag returns a float[3].
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.
createUVs / cuv int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Create UVs or not. 0: No UVs1: No Normalization2: Normalize3: Normalize and Preserve Aspect RatioDefault:2
frozen / fzn bool ../../../_images/query.gif ../../../_images/edit.gif
   
height / h float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Height of the cylinder. Default:2.0
name / n unicode ../../../_images/create.gif
  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 ../../../_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
object / o bool ../../../_images/create.gif
  Create the result, or just the dependency node (where applicable).
radius / r float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Radius of the cylinder. Default:1.0
roundCap / rcp bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  To indicate whether we need a round cap Default:false
subdivisionsAxis / sa int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Subdivisions around the axis. Default:20
subdivisionsCaps / sc int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Subdivisions on the caps Default:0
subdivisionsHeight / sh int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Subdivisions along the height. Default:1
subdivisionsX / sx int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  This specifies the number of subdivisions in the X direction for the cylinder. C: Default is 20. Q: When queried, this flag returns an int.
subdivisionsY / sy int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  This flag specifies the number of subdivisions in the Y direction for the cylinder. C: Default is 1. Q: When queried, this flag returns an int.
subdivisionsZ / sz int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  This flag specifies the number of subdivisions in the Z direction for the cylinder. C: Default is 1. Q: When queried, this flag returns an int.
texture / tx int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  What texture mechanism to be applied 0=No textures, 1=Object, 2=Faces Default:2 Flag can have multiple arguments, passed either as a tuple or a list.

Derived from mel command maya.cmds.polyCylinder

Example:

import pymel.core as pm

# Create a rectangle, with 10 subdivisions in the X direction,
# 15 subdivisions in the Y direction and 20 subdivisions in the Z direction,
# the height of the cylinder is 20.
pm.polyCylinder( sx=10, sy=15, sz=5, h=20)

# Create a cylinder, called "myCylinder", on each direction there are 5 subdivisions.
pm.polyCylinder(n='myCylinder', sx=5, sy=5, sz=5)

# Query the radius of "myCylinder"
r = pm.polyCylinder( 'myCylinder', q=True, r=True )