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polyConnectComponents([adjustEdgeFlow=float], [caching=boolean], [constructionHistory=boolean], [insertWithEdgeFlow=boolean], [name=string], [nodeState=int])
Note: Strings representing object names and arguments must be separated by commas. This is not depicted in the synopsis.
polyConnectComponents is undoable, queryable, and editable.
Splits polygon edges according to the selected components.
The selected components are gathered into connected 'paths' that define continuous splits.
Mixed components (vertices, edges and faces) can be used at once.
The connection rules are:
* Edges can connect to other edges in the same face
or to vertices in the same face (that are not in the edge itself)
or to faces connected to other edges in the same face.
* Vertices can connect to edges (as above)
or to vertices in the same face (that are not joined to the first vertex by an edge)
or to faces adjacent to a face that uses the vertex (except those that also use the vertex).
* Faces can connect to vertices or edges (as above)
or to adjacent faces.
In query mode, return type is based on queried flag.
polyClipboard, polyCylindricalProjection, polyEditUV, polyForceUV, polyMapCut, polyMapDel, polyMapSew, polyMoveFacetUV, polyMoveUV, polyPlanarProjection, polyProjection, polySphericalProjection, polyUVSet, untangleUV
adjustEdgeFlow, caching, constructionHistory, insertWithEdgeFlow, name, nodeState
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.
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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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insertWithEdgeFlow(ief)
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boolean
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True to enable edge flow. Otherwise, the edge flow is disabled.
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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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Flag can appear in Create mode of command
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Flag can appear in Edit mode of command
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Flag can appear in Query mode of command
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Flag can have multiple arguments, passed either as a tuple or a list.
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import maya.cmds as cmds
# make a sphere
cmds.polySphere( r=1, sx=20, sy=20, ax=(0,1,0), cuv=2, ch=1, name='sph' )
# split two faces by specifying 3 vertices
cmds.polyConnectComponents( 'sph.vtx[254]', 'sph.vtx[256]', 'sph.vtx[275]', ch=1 )
# split two faces by specifying 3 edges
cmds.polyConnectComponents( 'sph.e[278]', 'sph.e[637:638]', ch=1 )
# split three faces
cmds.polyConnectComponents( 'sph.f[66]', 'sph.f[215:217]', ch=1 )
# a complex split involving vertices, edges and faces, in a loop
cmds.polyConnectComponents( 'sph.f[270:271]', 'sph.vtx[273]', 'sph.e[232]', 'sph.e[252]', 'sph.e[592]', 'sph.f[210]', 'sph.vtx[229]', 'sph.e[249]', 'sph.e[269]', ch=1 )