问题
I am writing a script in python for maya to swap vertex position from one side to another. Since I want the flipping to be topology based I am using the topological symmetry selection tool to find the vertex correspondence. I managed to do that using filterExpand and xform. The problem is that it is quite slow on a large poly count mesh and I was wondering how this could be done using openMaya instead.
import maya.cmds as cmds
def flipMesh():
sel=cmds.ls(sl=1)
axis={'x':0,'y':1,'z':2}
reverse=[1.0,1.0,1.0]
#quring the axtive symmetry axis
activeaxis=cmds.symmetricModelling(q=1, axis=1)
reverse[axis[activeaxis]]=-1.0
#getting the vertex count
verts=cmds.polyEvaluate(v=1)
#selecting all vertex
cmds.select(sel[0]+'.vtx[0:'+str(verts)+']')
#getting all the positive vertex
posit=cmds.filterExpand(sm=31,ex=1,smp=1)
seam=cmds.filterExpand(sm=31,ex=1,sms=1)
#swapping position on the positive side with the negative side
for pos in posit:
cmds.select(pos, sym=True)
neg=cmds.filterExpand(sm=31,ex=1,smn=1)
posT=cmds.xform(pos, q=1, t=1)
negT=cmds.xform(neg[0], q=1, t=1)
cmds.xform(pos,t=[a*b for a,b in zip(negT,reverse)])
cmds.xform(neg[0],t=[a*b for a,b in zip(posT,reverse)])
#inverting position on the seam
for each in seam:
seamP=cmds.xform(each, q=1, t=1)
seaminvP=[a*b for a,b in zip(seamP,reverse)]
cmds.xform(each, t=(seaminvP))
cmds.select(sel)
Thanks Maurizio
回答1:
You can try out OpenMaya.MFnMesh
to get and set your vertices.
Here's an example that will simply mirror all points of a selected object along their z axis:
import maya.OpenMaya as OpenMaya
# Get selected object
mSelList = OpenMaya.MSelectionList()
OpenMaya.MGlobal.getActiveSelectionList(mSelList)
sel = OpenMaya.MItSelectionList(mSelList)
path = OpenMaya.MDagPath()
sel.getDagPath(path)
# Attach to MFnMesh
MFnMesh = OpenMaya.MFnMesh(path)
# Create empty point array to store new points
newPointArray = OpenMaya.MPointArray()
for i in range( MFnMesh.numVertices() ):
# Create a point, and mirror it
newPoint = OpenMaya.MPoint()
MFnMesh.getPoint(i, newPoint)
newPoint.z = -newPoint.z
newPointArray.append(newPoint)
# Set new points to mesh all at once
MFnMesh.setPoints(newPointArray)
Instead of moving them one at at time you can use MFnMesh.setPoints
to set them all at once. You'll have to adapt your logic to this, but hopefully this will help you out manipulating with Maya's api. I should also note that you would also have to resolve normals afterwards.
来源:https://stackoverflow.com/questions/35808363/maya-python-iterating-a-big-number-of-vertex