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 > > --~--~---------~--~----~------------~-------~--~----~ http://groups.google.com/group/python_inside_maya -~----------~----~----~----~------~----~------~--~---
