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Go to: Synopsis. Flags. Return value. Related. Python examples.

Synopsis

polySplitRing([absoluteWeight=boolean], [constructionHistory=boolean], [direction=boolean], [divisions=int], [name=string], [rootEdge=int], [smoothingAngle=angle], [splitType=int], [weight=float])

Note: Strings representing object names and arguments must be separated by commas. This is not depicted in the synopsis.

polySplitRing is undoable, queryable, and editable.

Splits a series of ring edges of connected quads and inserts connecting edges between them.

Flags

absoluteWeight, constructionHistory, direction, divisions, name, rootEdge, smoothingAngle, splitType, weight
Long name (short name) [argument types] Properties
weight(wt) float create
The weight value of the new vertex to be positioned at the first edge. The same weight value is used for all the edges split.
C: Default is 0.5
absoluteWeight(ab) boolean create
This flag is obsolete as of Maya 8.0. Use the -spt/-spliType flag set to absolute or relative intead. When set to true, The above weight flag will be used as an absolute distance to place the new vertex, from the end vertex. When set to false, the above weight flag will be used as a parameterized value in the range 0-1, to place the new vertex on the edge.
C: Default is off
splitType(spt) int
Choose between 3 different types of splits. If this is set to 0 then the split type will be absolute. This is where each of the splits will maintain an equal distance from the associated vertices. If this set to 1 then the split type will be relative. This is where each split will be made at an equal percentage along the length of the edge. If this is set to 2 then the edge will be split one or more times. The number of times is controlled by the -div/-divisions flag. For an absolute or relative type of split the user can adjust the weight to position where the split occurrs. If the split is a multi split then the splits will be spaced out evenly.
divisions(div) int
If the splitType is set to 2 then this is used to control how many new edge loops are inserted. This number has to be at least 1.
direction(dr) boolean create
The direction to associate the absoluteWeights on the edge. By toggling the boolean value, the new edges can be positioned either to the start or the end vertex of the edge thats split.
C: Default is on
rootEdge(re) int create
The edge id of the object, to be used as a reference for the flags absoluteWeight and direction.
C: Default is -1
smoothingAngle(sma) angle create
Subdivide new edges will be soft if less then this angle.
C: Default is 180.0
name(n) string create
Gives a name to the created node.
constructionHistory(ch) boolean createquery
Turn the construction history on or off (where applicable).
Q: When queried, this flag returns an int.

In query mode, this flag needs a value.


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 have multiple arguments, passed either as a tuple or a list.

Return value


string The node name.

Related

polyAppend, polyAppendVertex, polyBevel, polyChipOff, polyCreateFacet, polyExtrudeEdge, polyExtrudeFacet, polySmooth, polySplitVertex, polySubdivideEdge, polySubdivideFacet, polyTriangulate

Python examples

import maya.cmds as cmds

cmds.polyCube()
cmds.select('pCube1.e[0:3]')
cmds.polySplitRing( sma=180, wt=0.2)

  

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