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polySubdivideEdge([caching=boolean], [constructionHistory=boolean], [divisions=int], [name=string], [nodeState=int], [size=linear], [worldSpace=boolean])
Note: Strings representing object names and arguments must be separated by commas. This is not depicted in the synopsis.
polySubdivideEdge is undoable, queryable, and editable.
Subdivides an edge into two or more subedges.
Default : divide edge into two edges of equal length.
In query mode, return type is based on queried flag.
polyAppend, polyAppendVertex, polyBevel, polyChipOff, polyCreateFacet, polyExtrudeEdge, polyExtrudeFacet, polySmooth, polySplit, polySplitVertex, polySubdivideFacet, polyTriangulate
caching, constructionHistory, divisions, name, nodeState, size, 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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divisions(dv)
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int
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The maximum number of vertices to be inserted in each edge.
This number may be reduced if it creates edges shorter than the
specified minimum length.
C: Default is 1 (divide edges in half).
Q: When queried, this flag returns an int.
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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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size(s)
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linear
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The minimum length of each subedge created. If the given
subdivision creates edges that are shorter than this length,
the number of divisions is changed to respect min length.
C: Default is 0.0.
Q: When queried, this flag returns a float.
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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
cmds.polyCube( n='plg', w=5, h=5, d=5 )
cmds.scale( 2, 2, 2 )
cmds.select( 'plg' )
cmds.polyOptions( ao=True, dv='true' )
cmds.select( cl=True )
# Simple subdivision
cmds.select( 'plg.e[1]' )
cmds.polySubdivideEdge( dv=4 )
# The selected edges are subdivided by 4 vertices (5 subedges).
# Local bound
cmds.select( 'plg.e[7]' )
cmds.polySubdivideEdge( dv=4, s=1.5 )
# The length of each subedge must be greater or equal to 1.5
# in local space. Length of original edge is 5 in local space.
# Min size indicates that only 3 subedges can be created.
# World bound
cmds.select( 'plg.e[5]' )
cmds.polySubdivideEdge( dv=4, s=2, ws=True )
# The length of each subedge has to be greater or equal to 2
# in world space. Length of original edge is 10 in world space.
# All required subdivisions are done.