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polySplitVertex([caching=boolean], [constructionHistory=boolean], [name=string], [nodeState=int], [worldSpace=boolean])
Note: Strings representing object names and arguments must be separated by commas. This is not depicted in the synopsis.
polySplitVertex is undoable, queryable, and editable.
Use this command to split one or more vertices. A mesh is made up
of one or more faces. The faces are defined by edges which connect vertices
together. Typically a face will share vertices and edges with adjacent
faces in the same mesh. Sharing vertices and edges helps reduce the amount
of memory used by a mesh. It also ensures that when a face is moved, all
the connected faces move together.
Sometimes you may want to separate a face from its connected faces so that
it may be moved in isolation. There are three ways to accomplish this depending
upon which parts of the face you want to extract:
polySplitVertex | split one or more vertices so that each face that
shared the vertex acquires its own copy of the vertex |
polySplitEdge | split one or more edges so that each face that shared
the vertex acquires its own copy of the edge |
polyChipOff | completely extract the face so that it has its own vertices
and edges |
Notice that the area of affect of each operation is different. polySplitVertex
will affect all the edges and faces that shared the vertex. This is the broadest
effect. polySplitEdge will only affect the faces which shared the edge and polyChipOff
will affect a specific face. If we just count vertices to measure the effect of each
command when splitting all components of a face, starting from a 3x3 plane which has 16
vertices and we were to split the middle face:
polySplitVertex applied to the four vertices would end up creating 12 new vertices |
polySplitEdge applied to the four edges would end up creating 4 new vertices |
polyChipOff applied to the middle face would end up creating 4 new vertices |
Note that polySplitVertex may create non-manifold geometry as a part of this operation.
You can use Polygons->Cleanup afterwards to to clean up any non-manifold geometry.
string | The polySplitVert node name. |
In query mode, return type is based on queried flag.
polyAppend, polyAppendVertex, polyBevel, polyChipOff, polyCreateFacet, polyExtrudeEdge, polyExtrudeFacet, polySmooth, polySplit, polySubdivideEdge, polySubdivideFacet, polyTriangulate
caching, constructionHistory, name, nodeState, worldSpace
Long name (short name) |
Argument types |
Properties |
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Common poly modifier operation flags |
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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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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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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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
# Objective: split the four middle vertices of a 3x3 plane so
# that the middle face can be moved seperately
# Create a 3x3 plane
#
cmds.polyPlane( sx=3, sy=3, name='polyPlane' )
# Result: polyPlane polyPlane1
# Count the number of vertices we start out with
#
cmds.polyEvaluate( 'polyPlane', vertex=True )
# Result: 16
# Split the four middle vertices
#
cmds.polySplitVertex( 'polyPlane.vtx[5]', 'polyPlane.vtx[6]', 'polyPlane.vtx[9]', 'polyPlane.vtx[10]' )
# Result: polySplitVert1
# Count the number of vertices we have now
#
cmds.polyEvaluate( 'polyPlane', vertex=True )
# Result: 28
# Note that because we split the 4 middle vertices, the 8
# surrounding faces have become non-manifold