pymel.core.modeling.polySubdivideEdge¶
- polySubdivideEdge(*args, **kwargs)¶
Subdivides an edge into two or more subedges. Default : divide edge into two edges of equal length.
Flags:
Long Name / Short Name Argument Types Properties 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. divisions / dv int The maximum number of vertices to be inserted in each edge. This number may be reduced if it creates edges shorter than the specified minimum length. C: Default is 1 (divide edges in half). Q: When queried, this flag returns an int. frozen / fzn bool 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 size / s float The minimum length of each subedge created. If the given subdivision creates edges that are shorter than this length, the number of divisions is changed to respect min length. C: Default is 0.0. Q: When queried, this flag returns a float. 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.polySubdivideEdge
Example:
import pymel.core as pm pm.polyCube( n='plg', w=5, h=5, d=5 ) pm.scale( 2, 2, 2 ) pm.select( 'plg' ) pm.polyOptions( ao=True, dv='true' ) pm.select( cl=True ) # Simple subdivision pm.select( 'plg.e[1]' ) pm.polySubdivideEdge( dv=4 ) # The selected edges are subdivided by 4 vertices (5 subedges). # Local bound pm.select( 'plg.e[7]' ) pm.polySubdivideEdge( dv=4, s=1.5 ) # The length of each subedge must be greater or equal to 1.5 # in local space. Length of original edge is 5 in local space. # Min size indicates that only 3 subedges can be created. # World bound pm.select( 'plg.e[5]' ) pm.polySubdivideEdge( dv=4, s=2, ws=True ) # The length of each subedge has to be greater or equal to 2 # in world space. Length of original edge is 10 in world space. # All required subdivisions are done.