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Synopsis

boundary [-caching boolean] [-constructionHistory boolean] [-endPoint boolean] [-endPointTolerance linear] [-name string] [-nodeState int] [-object boolean] [-order boolean] [-polygon int] [-range boolean] string string string [string]

boundary is undoable, queryable, and editable.

This command produces a boundary surface given 3 or 4 curves. This resulting boundary surface passes through two of the given curves in one direction, while in the other direction the shape is defined by the remaining curve(s). If the "endPoint" option is on, then the curve endpoints must touch before a surface will be created. This is the usual situation where a boundary surface is useful.

Note that there is no tangent continuity option with this command. Unless all the curve end points are touching, the resulting surface will not pass through all curves. Instead, use the birail command.

Return value

string[]Object name and node name

In query mode, return type is based on queried flag.

Related

doubleProfileBirailSurface, loft, squareSurface

Flags

caching, constructionHistory, endPoint, endPointTolerance, name, nodeState, object, order, polygon, range
Long name (short name) Argument types Properties
-caching(-cch) boolean createqueryedit
Toggle caching for all attributes so that no recomputation is needed
-endPoint(-ep) boolean createqueryedit
True means the curve ends must touch before a surface will be created.
Default: false
-endPointTolerance(-ept) linear createqueryedit
Tolerance for end points, only used if endPoint attribute is true.
Default: 0.1
-nodeState(-nds) int createqueryedit

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-Blocking will reset back to Blocking.

The Normal and Blocking cases apply to all nodes, while HasNoEffect is node specific; many nodes do not support this option. Plug-ins store state in the MPxNode::state attribute. Anyone can set it or check this attribute. Additional details about each of these 3 states follow.

State Description
Normal The normal node state. This is the default.
HasNoEffect

The HasNoEffect option (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.

It’s typical to implement support for the HasNoEffect state in the node’s 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.

Blocking

This is implemented in the depend node base class and applies to all nodes. Blocking is 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 Blocking the 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 won’t evaluate after that. Note that a blocked node will still respond to getAttr requests but a getAttr on a downstream node will not reevaluate the blocked node.

Setting the root transform of a hierarchy to Blocking won’t automatically influence child transforms in the hierarchy. To do this, you’d need to explicitly set all child nodes to the Blocking state.

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
-order(-or) boolean createqueryedit
True if the curve order is important.
Default: true
Common flags
-constructionHistory(-ch) boolean create
Turn the construction history on or off.
-name(-n) string create
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.
-object(-o) boolean create
Create the result, or just the dependency node.
-polygon(-po) int create
The value of this argument controls the type of the object created by this operation
  • 0: nurbs surface
  • 1: polygon (use nurbsToPolygonsPref to set the parameters for the conversion)
  • 2: subdivision surface (use nurbsToSubdivPref to set the parameters for the conversion)
  • 3: Bezier surface
  • 4: subdivision surface solid (use nurbsToSubdivPref to set the parameters for the conversion)
-range(-rn) boolean create
Force a curve range on complete input curve.

Flag can appear in Create mode of command Flag can appear in Edit mode of command
Flag can appear in Query mode of command Flag can be used more than once in a command.

MEL examples

// Creating boundary surfaces with three curves:

string $crv1 = `curve -d 3 -p 8 0 3 -p 5 0 3 -p 2 0 2 -p 0 0 0 `;
string $crv2 = `curve -d 3 -p 8 0 -4 -p 5 0 -3 -p 2 0 -2 -p 0 0 0 `;
string $crv3 = `curve -d 3 -p 10 0 3 -p 9 3 2 -p 11 3 1 -p 9 0 -3` ;

// These curves form a rough triangle shape pointing at the origin.
// If order is OFF, then the apex of the surface will always between
// the 1st and 2nd curves.

boundary -order off -ep 0 $crv3 $crv1 $crv2;
boundary -order off -ep 0 $crv3 $crv2 $crv1;

// If order is ON, then think of the order of selection as "rail, rail, profile"
// where the boundary is formed by sweeping the profile along two rails.
// Direction of the curves becomes important as well; use the reverseCurve
// command if you want to change a curve's direction.
boundary -order on $crv1 $crv2 $crv3;

// Creating boundary surfaces with four curves:

string $crv1 = `curve -d 3 -p -2 0 5 -p -1 0 3 -p 1 0 3 -p 3 0 4 -p 6 0 5`;
string $crv2 = `curve -d 3 -p 7 0 4 -p 8 0 2 -p 8 0 -3 -p 7 0 -4 `;
string $crv3 = `curve -d 3 -p 6 0 -5 -p 2 0 -3 -p -1 0 -5 -p -3 0 -5`;
string $crv4 = `curve -d 3 -p -2 0 4 -p -4 0 1 -p -4 0 -3 -p -2 0 -4` ;

// These curves form a rough square shape around the origin.
// To make a boundary surface from four curves, two of the curves are
// "rails" while the other two are "profiles".

boundary -order off -ep 0 $crv1 $crv2 $crv3 $crv4;
boundary -order off -ep 0 $crv2 $crv3 $crv4 $crv1;
                                  // profile, rail, profile, rail
// Notice that in both cases, the resulting boundary surface passes through
// the rail curves.

// When order is ON, direction of the curves becomes important;
// use the reverseCurve command if you want to change a curve's direction.
// Notice the difference between:

boundary -order off -ep 0 $crv1 $crv2 $crv3 $crv4;
boundary -order on -ep 0 $crv1 $crv2 $crv3 $crv4;