Go to: Synopsis. Return value. Related. Flags. MEL examples.

Synopsis

polyPoke [-caching boolean] [-constructionHistory boolean] [-localTranslate linear linear linear] [-localTranslateX linear] [-localTranslateY linear] [-localTranslateZ linear] [-name string] [-nodeState int] [-translate linear linear linear] [-translateX linear] [-translateY linear] [-translateZ linear] [-worldSpace boolean] selectionList

polyPoke is undoable, queryable, and editable.

Introduces a new vertex in the middle of the selected face, and connects it to the rest of the vertices of the face.

Return value

stringThe node name

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

Related

polySubdivideFacet

Flags

caching, constructionHistory, localTranslate, localTranslateX, localTranslateY, localTranslateZ, name, nodeState, translate, translateX, translateY, translateZ, worldSpace
Long name (short name) Argument types Properties
Common poly modifier operation flags
-caching(-cch) boolean createqueryedit
Toggle caching for all attributes so that no recomputation is needed
-constructionHistory(-ch) boolean createquery
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.
-localTranslate(-lt) linear linear linear create
Translate the new vertex in the local face coordinate.
-localTranslateX(-ltx) linear create
Translate the new vertex in the local face coordinate along X.
-localTranslateY(-lty) linear create
Translate the new vertex in the local face coordinate along Y.
-localTranslateZ(-ltz) linear create
Translate the new vertex in the local face coordinate along Z.
-name(-n) string create
Give a name to the resulting node.
-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
-translate(-t) linear linear linear create
Translate the new vertex in the world space.
-translateX(-tx) linear create
Translate the new vertex in the world space along X.
-translateY(-ty) linear create
Translate the new vertex in the world space along Y.
-translateZ(-tz) linear create
Translate the new vertex in the world space along Z.
-worldSpace(-ws) boolean createqueryedit
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 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

// To poke all the faces of a polyCube...
//
polyCube -w 1 -h 1 -d 1 -sx 1 -sy 1 -sz 1 -ax 0 1 0 -tx 1 -ch 1 -n pCube;
polyPoke -ch 1 pCube.f[0:5];

// To poke all the faces of a polyCube, and pull the
// new vertices by one unit along the face normal
//
polyCube -w 1 -h 1 -d 1 -sx 1 -sy 1 -sz 1 -ax 0 1 0 -tx 1 -ch 1 -n pCubePull;
polyPoke -ltx 0 -lty 0 -ltz 1 -ch 1 pCubePull.f[0:5];