Hi Paul:

  Thanks a lot for reply.

  I am using the second way you mentioined.It does work more straight
forward :)

  Also it's good to know the first option, thanks again for you
detailed explain for everything.

  -ling

On Nov 14, 11:07 am, Paul Molodowitch <[email protected]> wrote:
> Not sure offhand if there's a better way, but you can create the
> 'polyUnite' node, then link up the correct meshes to it's inputPoly /
> inputMat attributes 
> (seehttp://download.autodesk.com/us/maya/2010help/Nodes/polyUnite.html).
> If you're doing this within a plugin, it's probably easiest to use an
> MDagModifier's createNode / connect methods, to make it easier to
> implement undo.
>
> However, if you're just doing this within a normal script - which it
> sounds like you are - I'd recommend just sticking with
> maya.cmds.polyUnite.  It's clearly easier, it'll handle undo for you,
> and connect everything up the "proper" way (ie, setting
> intermediateObject and history flags, etc).  Plus, despite the fact
> that you're having to grab string names, it's likely faster - the
> overhead introduced by the swig api-python bindings is not
> insignificant, and the underlying built-in maya.cmds method is likely
> implemented in c/c++, whereas a manual python-api approach would
> require spending more time in python-land.
>
> - Paul
>
> On Wed, Nov 11, 2009 at 10:40 PM, Ling <[email protected]> wrote:
>
> > Hi guys:
>
> >  I've been reading here for a while, but it's my first time post.
>
> >  Is there any api equivalent of "polyUnite" command?
>
> >  Right now, when I have a bounch of MObjects, I need to use
> > MObjects.fullPathName() to obtain their readable string names, then
> > combine all the nodes using MEl command "polyUnite" with the string
> > names.
>
> >  So if possible, it would be great to do it with API functions
> > directly.
>
> >  Thanks a lot in advance
>
> > -ling
>
>
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