polygon mesh

Used for polygon mesh operations.


xshade
shape
polygon_mesh

List of Methods

append_edge Appends an edge to the polygon mesh
append_face Appends a face to the vertices of the polygon mesh
append_faces_from_edges Appends a face to the edges of the polygon mesh
append_face_group Appends a face group
append_point Appends a vertex to the polygon mesh
append_uv_layer Appends a UV layer
append_vertex_color_layer Appends a vertex color layer
begin_removing_control_points Begins deleting vertices
begin_removing_edges Begins deleting edges
begin_removing_faces Begins deleting faces
begin_selecting_control_points Begins selecting vertices
clean_winged_edge Deletes winged edge data
cleanup_redundant_edges Deletes overlapping edges
cleanup_redundant_vertices Merges neighboring vertices
clear_face_group Deletes all face groups
clear_uv_layers Deletes all UV layers
clear_vertex_color_layers Deletes all vertex color layers
eccwfv Returns the edge counter-clockwise from a vertex of the face
ecwfv Returns the edge clockwise from a vertex of the face
edge Returns the edge object of the specified edge
end_removing_control_points Ends deleting vertices
end_removing_edges Ends deleting edges
end_removing_faces Ends deleting faces
end_selecting_control_points Ends selecting vertices
face Returns the face object of the specified face
fccwev Returns the face counter-clockwise from a vertex of the edge
fcwev Returns the face clockwise from a vertex of the edge
get_face_group Returns the face group master_surface corresponding to the specified face
get_face_group_index Returns the face group number corresponding to the specified face
get_face_group_surface Returns the face group master surface of the specified number
get_number_of_face_groups Returns the number of face groups
get_number_of_uv_layers Returns the number of UV layers
get_plane_equation Returns the plane equation
make_edge Appends an edge between the specified points of the polygon mesh
make_edges Generates the necessary edges for a polygon mesh
remove_control_point Deletes the specified vertex
remove_edge Deletes the specified edge
remove_face Deletes the specified face
remove_face_group Deletes the face group of the specified number
remove_uv_layer Deletes the UV layer of the specified number
remove_vertex_color_layer Deletes the vertex color layer of the specified index
set_face_group_index Sets a face group number to a face
set_face_group_surface Sets a master surface to the face group of the specified number
select_border_edges Selects border edges (Detect tool)
select_boundary_edges Selects the boundary
select_concave_faces Selects concave faces (Detect tool)
select_contiguous_surface Selects the contiguous surface
select_contiguous_surface_uv Selects the contiguous surface of the UV
select_coplanar_faces Selects the coplanar surface
select_grow Expands the selection area
select_inner_region_faces Selects inner region faces
select_internal_faces Selects internal faces (Detect tool)
select_loop_edges Does a loop selection of edges
select_loop_faces Does a loop selection of faces
select_non_manifold_edges Selects non-manifold edges (Detect tool)
select_non_planar_faces Selects non-planar faces (Detect tool)
select_overlapping_faces Selects overlapping faces (Detect tool)
select_overlapping_vertices Selects overlapping vertices (Detect tool)
select_ring_edges Does a ring selection of edges
select_shrink Shrinks the selection area
separate_all_non_manifold_edges Separates faces from all non-manifold edges
separate_non_manifold_edges Separates faces from non-manifold edges
separate_selected_faces Separates or copies the selected faces
setup_normal Sets up the normal
setup_plane_equation Sets up the plane equation
setup_winged_edge Sets up winged edge data
subdivide Applies subdivision to polygon meshes with subdivision surfaces set
triangulate_faces Triangulates the faces
unify_normals Unifies the orientation of the normals
unsubdivide Cancels subdivision
vertex Returns the vertex object of the specified vertex

List of Properties

active_edge_indices Tuple of numbers of the selected edges
active_face_indices Tuple of numbers of the selected faces
has_inconsistent_faces Whether or not there are inconsistent faces
number_of_active_control_points The number of selected vertices
number_of_edges The number of edges
number_of_faces The number of faces
number_of_non_manifold_edges The number of non-manifold edges
number_of_vertex_color_layers The number of vertex color layers
round The subdivision surface weight
roundness_boundary_rule The subdivision surface boundary rule
roundness_adaptive_subdivision_level The OpenSubdiv adaptive subdivision level
roundness_adaptive_tessellation OpenSubdiv adaptive tessellation on/off
roundness_preview_adaptive_tessellation OpenSubdiv adaptive tessellation Figure Window preview on/off
roundness_preview_subdivision_level The OpenSubdiv preview subdivision level
roundness_render_subdivision_level The OpenSubdiv render level
roundness_show_edge_sharpness OpenSubdiv edge sharpness color display on/off
roundness_smooth_triangles The subdivision surface smooth triangles
roundness_type The subdivision surface method
roundness_uses_render_subdivision_level OpenSubdiv render level on/off
roundness_uv The subdivision surface UV correction
show_edges Polygon mesh Show Edges on/off
smooth_edges Whether Smooth is on/off
threshold The Smooth maximum value




Used after getting an object with a method such as xshade.scene().active_shape().

Method Details

append_edge

Appends an edge to the polygon mesh.
Arguments :
  int : the index of the vertex that is the start point of the edge
Arguments :
  int : the index of the vertex that is the end point of the edge

#Append an edge comprised of vertices 0 and 1
xshade.scene().active_shape().append_edge(0, 1)

append_face

Appends a face to the vertices of the polygon mesh.
Arguments :
  int : list/tuple of the vertex indices
It is possible to create a face connecting vertices in more than 5 locations.
However, if not all the vertices are in the same plane, visual results are not guaranteed problem-free.

#Append a face comprised of vertices 0, 1, and 3
xshade.scene().active_shape().append_face((0, 1, 3))

append_faces_from_edges

Appends a face to the edges of the polygon mesh.
Arguments :
  int : list/tuple of the edge indices
Return value :
  int : the number of added faces
Searches for edge connections and appends a face to closed spaces.
Open spaces and spaces where there is already a face are ignored.
Multiple faces can be appended simultaneously.
It is possible to create a face connecting vertices in more than 5 locations.
However, if not all the vertices are in the same plane, visual results are not guaranteed problem-free.

#Append a face to the selected edges
indices = xshade.scene().active_shape().active_edge_indices
xshade.scene().active_shape().append_faces_from_edges(indices)

append_face_group

Appends a face group.
Return value :
  int : the index of the appended face group

#Append a face group and output the appended number
print xshade.scene().active_shape().append_face_group()

append_point

Appends a vertex to the polygon mesh.
Arguments :
  vec3 : the coordinates of the vertex to append

#Append a vertex at the origin
xshade.scene().active_shape().append_point((0.0, 0.0, 0.0))

append_uv_layer

Appends a UV layer.
Return value :
  int : The index of the appended UV layer. (Maximum of 8 layers)

#Append a UV layer and output the appended number
print xshade.scene().active_shape().append_uv_layer()

append_vertex_color_layer

Appends a vertex color layer.
Return value :
  int : The index of the appended vertex color layer. (Maximum of 8 layers)

#Append a vertex color layer and output the appended number
print xshade.scene().active_shape().append_vertex_color_layer()

begin_removing_control_points

Begins deleting vertices.
Indices are not reset until end_removing_control_points() is called.
Normally when deleting multiple control points, they must be deleted starting from the tail because the indices are reset.
However in this case the indices are not reset, therefore any indices, starting from the head, can be deleted in succession.
See also :
  remove_control_point

#Delete control points 0 and 2 from the head
xshade.scene().active_shape().begin_removing_control_points()
xshade.scene().active_shape().remove_control_point(0)
xshade.scene().active_shape().remove_control_point(2)
xshade.scene().active_shape().end_removing_control_points()

begin_removing_edges

Begins deleting edges.
Indices are not reset until end_removing_edges() is called.
Normally when deleting multiple edges, they must be deleted starting from the tail because the numbers are reset.
However in this case the numbers are not reset, therefore any numbers, starting from the head, can be deleted in succession.
See also :
  remove_edge

#Delete edges 0 and 2 from the head
xshade.scene().active_shape().begin_removing_edges()
xshade.scene().active_shape().remove_edge(0)
xshade.scene().active_shape().remove_edge(2)
xshade.scene().active_shape().end_removing_edges()

begin_removing_faces

Begins deleting faces.
Indices are not reset until end_removing_faces() is called.
Normally when deleting multiple faces, they must be deleted starting from the tail because the numbers are reset.
However in this case the numbers are not reset, therefore any numbers, starting from the head, can be deleted in succession.
See also :
  remove_face

#Delete faces 0 and 2 from the head
xshade.scene().active_shape().begin_removing_faces()
xshade.scene().active_shape().remove_face(0)
xshade.scene().active_shape().remove_face(2)
xshade.scene().active_shape().end_removing_faces()

begin_selecting_control_points

Begins selecting vertices.

#Select vertices 0 and 1
xshade.scene().active_shape().begin_selecting_control_points()
xshade.scene().active_shape().set_active_control_point(0,True)
xshade.scene().active_shape().set_active_control_point(1,True)
xshade.scene().active_shape().end_selecting_control_points()

clean_winged_edge

Deletes winged edge data.
See also :
  setup_winged_edge

#Output the number of the edge counter-clockwise from vertex 0 of face 0
xshade.scene().active_shape().setup_winged_edge()
print xshade.scene().active_shape().eccwfv(0,0,True)
xshade.scene().active_shape().clean_winged_edge()

cleanup_redundant_edges

Deletes overlapping edges.

xshade.scene().active_shape().cleanup_redundant_edges()

cleanup_redundant_vertices

Merges neighboring vertices. Arguments :
  bool : selected vertices only
Arguments :
  bool : whether to use relative or absolute distance
If True, uses relative distance; if False, uses absolute distance
Arguments :
  float : the distance within which to merge vertices
When using relative distance, this is a ratio of the object's bounding box. When using absolute distance, this is a distance in millimeters (mm).
See also :
  select_overlapping_vertices

#If arguments are omitted, processing is done with all vertices, relative distance, and a ratio of 0.00001.
xshade.scene().active_shape().cleanup_redundant_vertices()

clear_face_group

Deletes all face groups.

xshade.scene().active_shape().clear_face_group()

clear_uv_layers

Deletes all UV layers.

xshade.scene().active_shape().clear_uv_layers()

clear_vertex_color_layers

Deletes all vertex color layers.

xshade.scene().active_shape().clear_vertex_color_layers()

eccwfv

Returns the edge counter-clockwise from the vertices of the face.
Arguments :
  int : the index of the face
Arguments :
  int : the index of the reference vertex that forms the face
Arguments :
  bool : error check
Setting the error check to "True" will return -1 and give an error message if problematic results, such as an edge shared by three or more faces, are found. However, the process speed will slow down.
Return value :
  int : the index of the edge
Always used after calling setup_winged_edge() to set winged edge data.
Afterwards, always use clean_winged_edge() to clear the winged edge data.
See also :
  ecwfv
  fccwev
  fcwev

#Output the number of the edge counter-clockwise from vertex 0 of face 0
xshade.scene().active_shape().setup_winged_edge()
print xshade.scene().active_shape().eccwfv(0,0,True)
xshade.scene().active_shape().clean_winged_edge()

ecwfv

Returns the edge clockwise from the vertices of the face.
Arguments :
  int : the index of the face
Arguments :
  int : the index of the reference vertex that forms the face
Arguments :
  bool : error check
Setting the error check to "True" will return -1 and give an error message if problematic results, such as an edge shared by three or more faces, are found. However, the process speed will slow down.
Return value :
  int : the index of the edge
Always used after calling setup_winged_edge() to set winged edge data.
Afterwards, always use clean_winged_edge() to clear the winged edge data.
See also :
  eccwfv
  fccwev
  fcwev

#Output the number of the edge clockwise from vertex 0 of face 0
xshade.scene().active_shape().setup_winged_edge()
print xshade.scene().active_shape().ecwfv(0,0,True)
xshade.scene().active_shape().clean_winged_edge()

edge

Returns the edge object of the specified edge.
Return value :
  the edge object
Arguments :
  int : the index of the edge
See also :
  edge

#Output both vertices of the edge object of edge 0
print xshade.scene().active_shape().edge(0).v0
print xshade.scene().active_shape().edge(0).v1

end_removing_control_points

Ends deleting vertices.
See also :
  begin_removing_control_points
  remove_control_point

#Delete control points 0 and 2 from the head
xshade.scene().active_shape().begin_removing_control_points()
xshade.scene().active_shape().remove_control_point(0)
xshade.scene().active_shape().remove_control_point(2)
xshade.scene().active_shape().end_removing_control_points()

end_removing_edges

Ends deleting edges.
See also :
  begin_removing_edges
  remove_edge

#Delete edges 0 and 2 from the head
xshade.scene().active_shape().begin_removing_edges()
xshade.scene().active_shape().remove_edge(0)
xshade.scene().active_shape().remove_edge(2)
xshade.scene().active_shape().end_removing_edges()

end_removing_faces

Ends deleting faces.
See also :
  begin_removing_faces
  remove_face

#Delete faces 0 and 2 from the head
xshade.scene().active_shape().begin_removing_faces()
xshade.scene().active_shape().remove_face(0)
xshade.scene().active_shape().remove_face(2)
xshade.scene().active_shape().end_removing_faces()

end_selecting_control_points

Ends selecting vertices.
See also :
  begin_selecting_control_points

#Select vertices 0 and 1
xshade.scene().active_shape().begin_selecting_control_points()
xshade.scene().active_shape().set_active_control_point(0,True)
xshade.scene().active_shape().set_active_control_point(1,True)
xshade.scene().active_shape().end_selecting_control_points()

face

Returns the face object of the specified face.
Return value :
  the face object
Arguments :
  int : the index of the face
See also :
  face

#Output the number of vertices composing face 0
print xshade.scene().active_shape().face(0).number_of_vertices

fccwev

Returns the face counter-clockwise from the vertices of the edge.
Arguments :
  int : the index of the edge
Arguments :
  int : the index of the reference vertex that forms the edge
Arguments :
  bool : check
Setting the error check to "True" will return -1 and give an error message if problematic results, such as an edge shared by three or more faces, are found. However, the process speed will slow down.
Return value :
  int : the index of the face
Always used after calling setup_winged_edge() to set winged edge data.
Afterwards, always use clean_winged_edge() to clear the winged edge data.
See also :
  eccwfv
  ecwfv
  fcwev

#Output the number of the face counter-clockwise from vertex 0 of face 0
xshade.scene().active_shape().setup_winged_edge()
print xshade.scene().active_shape().fccwev(0,0,True)
xshade.scene().active_shape().clean_winged_edge()

fcwev

Returns the face clockwise from the vertices of the edge.
Arguments :
  int : the index of the edge
Arguments :
  int : the index of the reference vertex that forms the edge
Arguments :
  bool : check
Setting the error check to "True" will return -1 and give an error message if problematic results, such as an edge shared by three or more faces, are found. However, the process speed will slow down.
Return value :
  int : the index of the face
Always used after calling setup_winged_edge() to set winged edge data.
Afterwards, always use clean_winged_edge() to clear the winged edge data.
See also :
  eccwfv
  ecwfv
  fccwev

#Output the number of the face clockwise from vertex 0 of face 0
xshade.scene().active_shape().setup_winged_edge()
print xshade.scene().active_shape().fcwev(0,0,True)
xshade.scene().active_shape().clean_winged_edge()

get_face_group

Returns the face group master_surface corresponding to the specified face.
Return value :
  master_surface
Arguments :
  int : the index of the face

#Output the master surface name of the face group corresponding to face 0
print xshade.scene().active_shape().get_face_group(0).name

get_face_group_index

Returns the face group number corresponding to the specified face.
Return value :
  int : the index of the face groupIf omitted, returns -1.
Arguments :
  int : the index of the face

#Output the face group number corresponding to face 0
print xshade.scene().active_shape().get_face_group_index(0)

get_face_group_surface

Returns the face group master surface of the specified number.
Return value :
  master_surface
Arguments :
  int : the index of the face group

#Output the master surface name of face group 0
print xshade.scene().active_shape().get_face_group_surface(0).name

get_number_of_face_groups

Returns the number of face groups.
Return value :
  int

print xshade.scene().active_shape().get_number_of_face_groups()

get_number_of_uv_layers

Returns the number of UV layers.
Return value :
  int

print xshade.scene().active_shape().get_number_of_uv_layers()

get_plane_equation

Returns the plane equation.
Return value :
  float4
Arguments :
  int : the index of the face
Returns the plane equation set with setup_plane_equation.
If the face of the specified number does not exist, returns (0.0, 0.0, 0.0, 0.0).

#Output the plane equation of face 0
xshade.scene().active_shape().setup_plane_equation()
print xshade.scene().active_shape().get_plane_equation(0)

make_edge

Appends an edge between the specified points of the polygon mesh.
Arguments :
  int : the index of the start point of the edge
Arguments :
  int : the index of the end point of the edge

#Append an edge comprised of vertices 1 and 3
xshade.scene().active_shape().make_edge(1, 3)

make_edges

Generates the necessary edges for a polygon mesh.
Detects faces without edges and generates the edges.

xshade.scene().active_shape().make_edges()

remove_control_point

Deletes the specified vertex.
Arguments :
  int: the index of the vertex to delete
See also :
  begin_removing_control_points
  end_removing_control_points

#Delete control points 0 and 2 from the head
xshade.scene().active_shape().begin_removing_control_points()
xshade.scene().active_shape().remove_control_point(0)
xshade.scene().active_shape().remove_control_point(2)
xshade.scene().active_shape().end_removing_control_points()

remove_edge

Deletes the specified edge.
Arguments :
  int : the index of the edge to delete
See also :
  begin_removing_edges
  end_removing_edges

#Delete edges 0 and 2 from the head
xshade.scene().active_shape().begin_removing_edges()
xshade.scene().active_shape().remove_edge(0)
xshade.scene().active_shape().remove_edge(2)
xshade.scene().active_shape().end_removing_edges()

remove_face

Deletes the specified face.
Arguments :
  int : the index of the face to delete
See also :
  begin_removing_faces
  end_removing_faces

#Delete faces 0 and 2 from the head
xshade.scene().active_shape().begin_removing_faces()
xshade.scene().active_shape().remove_face(0)
xshade.scene().active_shape().remove_face(2)
xshade.scene().active_shape().end_removing_faces()

remove_face_group

Deletes the face group of the specified number.
Arguments :
  int : the index of the face group to delete

#Delete face group 0
xshade.scene().active_shape().remove_face_group(0)

remove_uv_layer

Deletes the UV layer of the specified number.
Arguments :
  int : the index of the UV layer to delete

#Delete the 1st UV layer
xshade.scene().active_shape().remove_uv_layer(1)

remove_vertex_color_layer

Deletes the vertex color layer of the specified index.
Arguments :
  int : the index of the vertex color layer to delete

#Delete the first vertex color layer
xshade.scene().active_shape().remove_vertex_color_layer(1)

set_face_group_index

Sets a face group number to a face.
Arguments :
  int : the index of the face
Arguments :
  int : the index of the face group

#Set face group 1 to face 0
xshade.scene().active_shape().set_face_group_index(0, 1)

set_face_group_surface

Sets a master surface to the face group of the specified number.
Arguments :
  int : the index of the face group
Arguments :
  master_surface

#Set master surface named "red" to face group 0
m_surface = xshade.scene().get_shape_by_name("red")
xshade.scene().active_shape().set_face_group_surface(0, m_surface)

select_border_edges

Selects border edges (Detect tool).

#Select the border edges of the active polygon mesh
xshade.scene().active_shape().select_border_edges()

select_boundary_edges

Selects the boundary.

#Select edges forming an outline around the selected faces
xshade.scene().active_shape().select_boundary_edges()

select_concave_faces

Selects concave faces (Detect tool).

xshade.scene().active_shape().select_concave_faces()

select_contiguous_surface

Selects the contiguous surface.
Depending on the current mesh Editing Mode, either faces, edges, or vertices are selected.
See also :
  selection_mode

xshade.scene().active_shape().select_contiguous_surface()

select_contiguous_surface_uv

Selects the contiguous surface of the UV.
Depending on the current mesh Editing Mode, either faces, edges, or vertices are selected.
See also :
  selection_mode

xshade.scene().active_shape().select_contiguous_surface_uv()

select_coplanar_faces

Selects the coplanar surface.
Arguments :
  bool : contiguous faces only
If True, only faces contiguous to the active face are selected. If False, all faces sharing the same plane, including non-contiguous faces, are selected.

xshade.scene().active_shape().select_coplanar_faces(True)

select_grow

Expands the selection area.

xshade.scene().active_shape().select_grow()

select_inner_region_faces

Selects inner region faces.

xshade.scene().active_shape().select_inner_region_faces()

select_internal_faces

Selects internal faces (Detect tool).

xshade.scene().active_shape().select_internal_faces()

select_loop_edges

Does a loop selection of edges.

xshade.scene().active_shape().select_loop_edges()

select_loop_faces

Does a loop selection of faces.

xshade.scene().active_shape().select_loop_faces()

select_non_manifold_edges

Selects non-manifold edges (Detect tool).
Depending on the current mesh Editing Mode, either faces, edges, or vertices are selected.
See also :
  selection_mode

xshade.scene().active_shape().select_non_manifold_edges()

select_non_planar_faces

Selects non-planar faces (Detect tool).

xshade.scene().active_shape().select_non_planar_faces()

select_overlapping_faces

Selects overlapping faces (Detect tool).

xshade.scene().active_shape().select_overlapping_faces()

select_overlapping_vertices

Selects overlapping vertices (Detect tool).

xshade.scene().active_shape().select_overlapping_vertices()

select_ring_edges

Does a ring selection of edges.

xshade.scene().active_shape().select_ring_edges()

select_shrink

Shrinks the selection area.

xshade.scene().active_shape().select_shrink()

separate_all_non_manifold_edges

Separates faces from all non-manifold edges.

xshade.scene().active_shape().separate_all_non_manifold_edges()

separate_non_manifold_edges

Separates faces from non-manifold edges.
Arguments :
  int : list/tuple of the face indices
Faces are only separated in places touching non-manifold edges.

#Separate the selected face from the non-manifold edge
indices = xshade.scene().active_shape().active_face_indices
xshade.scene().active_shape().separate_non_manifold_edges(indices)

separate_selected_faces

Separates or copies the selected faces.
Arguments :
  bool : copy
If True, copies the face. If False, separates the face.
  bool : create object
Whether or not to create a new object and separate or copy the faces from that object.

#Copy the selected faces to a new object
xshade.scene().active_shape().separate_selected_faces(True, True)

setup_normal

Sets up the normal.
When run, properties like face shading_normals and vertex normal can be used to get the vertex normals.

#Output the normal of vertex 0
xshade.scene().active_shape().setup_normal()
print xshade.scene().active_shape().vertex(0).normal

setup_plane_equation

Sets up the plane equation.
See also :
  get_plane_equation

#Output the plane equation of face 0
xshade.scene().active_shape().setup_plane_equation()
print xshade.scene().active_shape().get_plane_equation(0)

setup_winged_edge

Sets up winged edge data.
Afterwards, always use clean_winged_edge() to delete the winged edge data.
See also :
  eccwfv() edge counter-clockwise from face vertex
  ecwfv() edge clockwise from face vertex
  fccwev() face counter-clockwise from edge vertex
  fcwev() face clockwise from edge vertex

#Output the index of the edge counter-clockwise from vertex 0 of face 0
xshade.scene().active_shape().setup_winged_edge()
print xshade.scene().active_shape().eccwfv(0,0,True)
xshade.scene().active_shape().clean_winged_edge()

subdivide

Applies subdivision to polygon meshes with Round Edge set.
Arguments :
  int : the subdivision level

0No Subdivision
1Coarse
2Regular
3Fine
4Very Fine

When doing subdivision, information regarding vertices, faces, and edges subdivided with Round Edge is calculated and preserved internally.
This information can be gotten using the regular methods (it replaces the information from before Round Edge was applied).
Because the information is only preserved, the object itself does not change.
After getting the information, cancel the subdivision with unsubdivide().

#The difference between before and after subdivision
#Set Round 1 to a polygon converted from a sphere with no subdivision
#Output 8 as the starting number_of_face
#For the next number_of_face, 24 is output using Catmull-Clark as the Roundness Type, and 26 is output using Doo-Sabin as the Roundness Type.
xshade.scene().active_shape().round = 1.0
print xshade.scene().active_shape().number_of_faces
xshade.scene().active_shape().subdivide(1)
print xshade.scene().active_shape().number_of_faces
xshade.scene().active_shape().unsubdivide()

triangulate_faces

Triangulates the faces.
Arguments :
  int : list/tuple of the face indices

#Triangulate the selected faces
indices = xshade.scene().active_shape().active_face_indices
xshade.scene().active_shape().triangulate_faces(indices)

unify_normals

Unifies the orientation of the normals.
Arguments :
  bool : Orient Outward
If True, after unifying the normals, orients the faces outward.
Arguments :
  bool : selected faces only
See also :
  has_inconsistent_faces

xshade.scene().active_shape().unify_normals(True,False)

unsubdivide

Cancels subdivision.
Releases the information saved with subdivide.

xshade.scene().active_shape().unsubdivide()

vertex

Returns the vertex object of the specified vertex.
Return value :
  vertex object
Arguments :
  int : the index of the vertex
See also :
  vertex

#Output the coordinates of vertex 0
print xshade.scene().active_shape().vertex(0).position

Property Details

active_edge_indices

Tuple of numbers of the selected edges.

  • Get
  • Set

Type :
  int tuple
See also :
  active_vertex_indices
  active_face_indices

print xshade.scene().active_shape().active_edge_indices

active_face_indices

Tuple of numbers of the selected faces.

  • Get
  • Set

Type :
  int tuple
See also :
  active_vertex_indices
  active_edge_indices

print xshade.scene().active_shape().active_face_indices

has_inconsistent_faces

Whether or not there are inconsistent faces.

  • Get

Type :
  bool
See also :
  unify_normals

if xshade.scene().active_shape().has_inconsistent_faces:
	xshade.scene().active_shape().unify_normals(False,False)

number_of_active_control_points

The number of selected vertices.

  • Get

Type :
  int

print xshade.scene().active_shape().number_of_active_control_points

number_of_edges

The number of edges.

  • Get

Type :
  int

print xshade.scene().active_shape().number_of_edges

number_of_faces

The number of faces.

  • Get

Type :
  int

print xshade.scene().active_shape().number_of_faces

number_of_non_manifold_edges

The number of non-manifold edges.

  • Get

Type :
  int

print xshade.scene().active_shape().number_of_non_manifold_edges

number_of_vertex_color_layers

The number of vertex color layers.

  • Get

Type :
  int

print xshade.scene().active_shape().number_of_vertex_color_layers

round

The subdivision surface weight.

  • Get
  • Set

Type :
  float
See also :
  subdivide() the resulting polygon mesh information after subdividing

print xshade.scene().active_shape().round

roundness_boundary_rule

The subdivision surface boundary rule.

  • Get
  • Set

Type :
  int : 0: edges and corners; 1: edges only

print xshade.scene().active_shape().roundness_boundary_rule

roundness_adaptive_subdivision_level

The OpenSubdiv adaptive subdivision level

  • Get
  • Set

Type :
  int : The subdivision level

print xshade.scene().active_shape().roundness_adaptive_subdivision_level

roundness_adaptive_tessellation

OpenSubdiv adaptive tessellation on/off

  • Get
  • Set

Type :
  bool

print xshade.scene().active_shape().roundness_adaptive_tessellation

roundness_preview_adaptive_tessellation

OpenSubdiv adaptive tessellation Figure Window preview on/off

  • Get
  • Set

Type :
  bool

print xshade.scene().active_shape().roundness_preview_adaptive_tessellation

roundness_preview_subdivision_level

The OpenSubdiv preview subdivision level.

  • Get
  • Set

Type :
  int : The subdivision level

print xshade.scene().active_shape().roundness_preview_subdivision_level

roundness_render_subdivision_level

The OpenSubdiv render level.

  • Get
  • Set

Type :
  int : The subdivision level

print xshade.scene().active_shape().roundness_render_subdivision_level

roundness_show_edge_sharpness

OpenSubdiv edge sharpness color display on/off

  • Get
  • Set

Type :
  bool

print xshade.scene().active_shape().roundness_show_edge_sharpness

roundness_smooth_triangles

The subdivision surface smooth triangles.

  • Get
  • Set

Type :
  bool

print xshade.scene().active_shape().roundness_smooth_triangles

roundness_type

The subdivision surface method.

  • Get
  • Set

Type :
  int : 0: None; 1: Catmull-Clark; 2: Doo-Sabin; 3: OpenSubdiv

print xshade.scene().active_shape().roundness_type

roundness_uses_render_subdivision_level

OpenSubdiv render level on/off

  • Get
  • Set

Type :
  bool

print xshade.scene().active_shape().roundness_uses_render_subdivision_level

roundness_uv

The subdivision surface UV correction.

  • Get
  • Set

Type :
  bool

print xshade.scene().active_shape().roundness_uv

show_edges

Polygon mesh Show Edges on/off.

  • Get
  • Set

Type :
  bool

print xshade.scene().active_shape().show_edges

smooth_edges

Whether Smooth is on/off.

  • Get
  • Set

Type :
  bool
See also :
  threshold Smooth maximum

print xshade.scene().active_shape().smooth_edges

threshold

The Smooth maximum value.

  • Get
  • Set

Type :
  int
See also :
  smooth_edges Smooth on/off

print xshade.scene().active_shape().threshold