polySplitRing is undoable, queryable, and editable.
Splits a series of ring edges of connected quads and
inserts connecting edges between them.
In query mode, return type is based on queried flag.
Long name (short name) |
Argument types |
Properties |
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Common poly modifier operation flags |
-adjustEdgeFlow(-aef)
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float
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The weight value of the edge vertices to be positioned.
Default: 1.0f
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-caching(-cch)
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boolean
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Toggle caching for all attributes so that no recomputation is needed
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-constructionHistory(-ch)
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boolean
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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.
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-direction(-dr)
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boolean
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This attribute is used when doing an absolute split. If true then the
distance is taken from the start vertex of the root edge. If false the
distance is taken from the end vertext of the root edge.
Default: true
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-divisions(-div)
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int
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Number of divisions.
Default: 2
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-enableProfileCurve(-epc)
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boolean
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Enables the use of the profile curve.
Default: true
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-fixQuads(-fq)
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boolean
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Fixes splits which go across a quad face leaving a 5 and 3
sided faces by splitting from the middle of the new edge to
the vertex accross from the edge on the 5 sided face.
Default: false
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-insertWithEdgeFlow(-ief)
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boolean
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True to enable edge flow. Otherwise, the edge flow is disabled.
Default: false
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-name(-n)
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string
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Give a name to the resulting node.
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-nodeState(-nds)
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int
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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.
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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.
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Default: kdnNormal
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-profileCurveInputOffset(-pio)
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float
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Changes the offset to the multisplit profile curve.
eg. if the profile curve values go between 0 and 1 and this
value is set to -1 then the profile curves values will be
adjusted to go between -1 and 0.
Default: 0.0f
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-profileCurveInputScale(-pis)
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float
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Changes the range of values that the profile curve represents.
eg. if the profile curve values go between 0 and 1 and this
value is set to 2 then the profile curves values will be
adjusted to go between 0 and 2.
Default: 1.0f
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-profileCurve_FloatValue(-pfv)
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float
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-profileCurve_Interp(-pi)
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int
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-profileCurve_Position(-pp)
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float
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-rootEdge(-re)
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int
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The weight attribute uses the start vertex of this
edge to determine where the new split occurs.
Default: -1
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-smoothingAngle(-sma)
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angle
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Angle below which new edges will be smoothed
Default: kPi
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-splitType(-stp)
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int
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Format: 0 - Absolute, 1 - Relative, 2 - Multi
Default: TdnpolySplitRing::Relative
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-useEqualMultiplier(-uem)
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boolean
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Changes how the profile curve effects the offset when doing
a multisplit. If true then the verts will be offset the same distance
based on the shortest edge being split. If false then each inserted
edge loop will be offset a distance relative to the length of the edge
that is being split.
Default: true
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-useFaceNormalsAtEnds(-fne)
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boolean
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When doing a multisplit on a set of non-closed edge ring
this will toggle the normals at the ends of the split to
be calculated as the edge normal or the face normal.
Default: true
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-weight(-wt)
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float
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Weight value controlling the relative positioning of the
new points on existing edges. Range is [0.0, 1.0].
Value of 0.1 indicates the new edges will be placed closer to
the start vertex of the first edge of the sequence of edges.
Default: 0.5
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-worldSpace(-ws)
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boolean
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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.
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