pymel.core.modeling.polySplitVertex

polySplitVertex(*args, **kwargs)

Use this command to split one or more vertices.A mesh is made up of one or more faces. The faces are defined by edges which connect vertices together. Typically a face will share vertices and edges with adjacent faces in the same mesh. Sharing vertices and edges helps reduce the amount of memory used by a mesh. It also ensures that when a face is moved, all the connected faces move together.Sometimes you may want to separate a face from its connected faces so that it may be moved in isolation. There are three ways to accomplish this depending upon which parts of the face you want to extract:polySplitVertexsplit one or more vertices so that each face that shared the vertex acquires its own copy of the vertexpolySplitEdgesplit one or more edges so that each face that shared the vertex acquires its own copy of the edgepolyChipOffcompletely extract the face so that it has its own vertices and edgesNotice that the area of affect of each operation is different. polySplitVertex will affect all the edges and faces that shared the vertex. This is the broadest effect. polySplitEdge will only affect the faces which shared the edge and polyChipOff will affect a specific face. If we just count vertices to measure the effect of each command when splitting all components of a face, starting from a 3x3 plane which has 16 vertices and we were to split the middle face:polySplitVertex applied to the four vertices would end up creating 12 new verticespolySplitEdge applied to the four edges would end up creating 4 new verticespolyChipOff applied to the middle face would end up creating 4 new verticesNote that polySplitVertex may create non-manifold geometry as a part of this operation. You can use Polygons-Cleanup afterwards to to clean up any non- manifold geometry.

Flags:

Long Name / Short Name Argument Types Properties
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.
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
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.polySplitVertex

Example:

import pymel.core as pm

# Objective: split the four middle vertices of a 3x3 plane so
# that the middle face can be moved seperately

# Create a 3x3 plane
#
pm.polyPlane( sx=3, sy=3, name='polyPlane' )
# Result: polyPlane polyPlane1

# Count the number of vertices we start out with
#
pm.polyEvaluate( 'polyPlane', vertex=True )
# Result: 16

# Split the four middle vertices
#
pm.polySplitVertex( 'polyPlane.vtx[5]', 'polyPlane.vtx[6]', 'polyPlane.vtx[9]', 'polyPlane.vtx[10]' )
# Result: polySplitVert1

# Count the number of vertices we have now
#
pm.polyEvaluate( 'polyPlane', vertex=True )
# Result: 28

# Note that because we split the 4 middle vertices, the 8
# surrounding faces have become non-manifold