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Synopsis

polyQuad [-angle angle] [-caching boolean] [-constructionHistory boolean] [-keepGroupBorder boolean] [-keepHardEdges boolean] [-keepTextureBorders boolean] [-name string] [-nodeState int] [-worldSpace boolean]

polyQuad is undoable, queryable, and editable.

Merges selected triangles of a polygonal object into four-sided faces.

Return value

stringThe node name.

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

Related

polyCloseBorder, polyCollapseEdge, polyCollapseFacet, polyDelEdge, polyDelFacet, polyDelVertex, polyMergeEdge, polyMergeFacet, polyMergeVertex, polyReduce, polySewEdge

Flags

angle, caching, constructionHistory, keepGroupBorder, keepHardEdges, keepTextureBorders, name, nodeState, worldSpace
Long name (short name) Argument types Properties
Common poly modifier operation flags
-angle(-a) angle createqueryedit
Angle threshold above which two triangles are not merged.
C: Default is 30 degrees. The range is [0.0, 180.0].
Q: When queried, this flag returns a float.
-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.
-keepGroupBorder(-kgb) boolean createqueryedit
Keep facet group border : If "on", the borders of selected faces are maintained, otherwise the borders of selected facets may be modified.
C: Default is "on".
Q: When queried, this flag returns an int.
-keepHardEdges(-khe) boolean createqueryedit
Keep hard edges : If "on", the hard edges of selected faces are maintained, otherwise they may be deleted between two triangles.
C: Default is "on".
Q: When queried, this flag returns an int.
-keepTextureBorders(-ktb) boolean createqueryedit
Keep texture border : If "on", the borders of texture maps are maintained, otherwise the boreders of texture maps may be modified.
C: Default is "on".
Q: When queried, this flag returns an int.
-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
-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

polyCube -n plg1 -sx 3 -sy 3 -sz 3 -w 5 -h 5 -d 5; move -5 0 0;
polyCube -n plg2 -sx 3 -sy 3 -sz 3 -w 5 -h 5 -d 5; move 5 0 0;
delete plg1.f[9:17]; polyTriangulate plg1.f[0:44];
delete plg2.f[9:17]; polyTriangulate plg2.f[0:44];
polyMoveVertex -ltz 2.5 plg1.vtx[20:35];
polyMoveVertex -ltz 2.5 plg2.vtx[20:35];

//Only coplanar triangles will be merged.
polyQuad -a 0.0 plg1.f[0:89];

//All possible triangles will be merged.
polyQuad -a 180.0 plg2.f[0:89];