Hi ristjan,
               sorry for not getting back to you earlier! Thanks for your 
help, I've managed to get the information I was looking for. Turns out 
vertex normal did gave me what I was looking for but since I did not build 
an up vector for the matrix the locator did not know how to orient it self. 
Using connectedVertices to build the up vector was what I ended up doing. 
Thanks again!

Thank you
Gann Boon Bay 

On Tuesday, August 5, 2014 1:21:03 AM UTC-7, ristjan wrote:
>
> Hi,
>
> You can use MItMeshPolygon and it's method getConnectedFaces to obtain 
> connected polygon id's for each vertex.
>
> For example:
>
> import maya.OpenMaya as OpenMaya
>
> mSelectionList = OpenMaya.MSelectionList()
> OpenMaya.MGlobal.getActiveSelectionList(mSelectionList)
> mObject = OpenMaya.MObject()
> mSelectionList.getDependNode(0, mObject)
> polyIterator = OpenMaya.MItMeshPolygon(mObject)
> while not polyIterator.isDone():
>             polygonArray = OpenMaya.MIntArray()
>             polyIterator.getConnectedFaces(polygonArray)
>             # do something with polygonArray
>             polyIterator.next()
>
>
> The code is just an example of the top of my head. I can't actually check 
> if it works since I don't have access to Maya at the moment :) 
>
> Cheers,
> Risto
>
>
>
>
> On Tue, Aug 5, 2014 at 3:54 AM, Bay <[email protected] <javascript:>> 
> wrote:
>
>> Hi,
>>     I'm attempting to write a tool that allows me to attach and align an 
>> object according to a vertex normal. So far I've gotten it to work well on 
>> meshes that are higher res (as shown in the screenshot) but on lower res 
>> meshes I run into the problem where a single vertex has multiple normals, 
>> each the same as the vertex's adjacent polygons.  How would I obtain the 
>> IDs of the faces that are connected to this vertex? Any assistance is much 
>> appreciated. 
>>
>>
>>
>> <https://lh5.googleusercontent.com/-Y6PfEu4Y3Ec/U-Am-G_8ANI/AAAAAAAAASk/lkfRouIjFjw/s1600/Screen+Shot+2014-08-04+at+5.16.21+PM.png>
>> Thank you
>> Gann Boon Bay 
>>
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