Example #1
0
def set_up_sub_joint(base_axis, new_axis, Post, Post1, Ant, Ant1, Zyg_ant,
                     Zyg_post, inter, cent_D, cent_V, cent_L, cent_R, Pcent_D,
                     Pcent_V, Pcent_L, Pcent_R):

    #Set up intersection
    cmds.polyCBoolOp(Ant1, Post1, op=3, n=inter)

    #Set up parenting relationships
    cmds.parent(Ant1, Ant)
    cmds.parent(Zyg_ant, Ant)

    #centrum objects
    cmds.parent(cent_D, Ant)
    cmds.parent(cent_V, Ant)
    cmds.parent(cent_L, Ant)
    cmds.parent(cent_R, Ant)

    #axis
    cmds.parent(base_axis, Ant)
    cmds.parent(Post1, Post)
    cmds.parent(Zyg_post, Post)

    #centrum objects
    cmds.parent(Pcent_D, Post)
    cmds.parent(Pcent_V, Post)
    cmds.parent(Pcent_L, Post)
    cmds.parent(Pcent_R, Post)

    #Create joint center locator
    cmds.spaceLocator(n=new_axis)
    cmds.matchTransform(new_axis, base_axis)
    cmds.parent(new_axis, base_axis)
    cmds.parent(Post, new_axis)
Example #2
0
def BU_IntersectionPreserveMeshes():
    selection = cmds.ls(sl=True)

    # If you don't have exactly two meshes selected it ends the function
    if len(selection) > 2 or len(selection) < 2:
        print "You have to select two elements"
        return

    firstObj = selection[0]
    secondObj = selection[1]

    # I duplicate the objects to use it again
    firstObjCopy = cmds.duplicate(firstObj)
    secondObjCopy = cmds.duplicate(secondObj)

    # This will be used later as well
    secondObjCopy2 = cmds.duplicate(secondObj)

    # First I do the difference between the first and the second object
    cmds.polyCBoolOp(firstObj, secondObj, op=2)
    # Then I do the intersection
    intersObj = cmds.polyCBoolOp(firstObjCopy, secondObjCopy, op=3)

    # This will get preserve all the meshes used for the intersection
    intersObjCopy = cmds.duplicate(intersObj)
    cmds.polyCBoolOp(secondObjCopy2, intersObjCopy, op=2)
Example #3
0
def detectCollision(obj1, obj2, *args):
    collided = None

    duplicateInputRoom = cmds.duplicate(obj1,
                                        n=obj1 + 'd',
                                        renameChildren=True)
    duplicateOutputRoom = cmds.duplicate(obj2,
                                         n=obj2 + 'd',
                                         renameChildren=True)

    cmds.scriptEditorInfo(historyFilename=workspacePath + "log.txt",
                          writeHistory=True)  #start noting the history
    cmds.polyCBoolOp(duplicateInputRoom[0],
                     duplicateOutputRoom[0],
                     op=3,
                     n='auxIntersection')  #try for warning
    cmds.scriptEditorInfo(writeHistory=False)  #stop recording information
    with open(workspacePath + "log.txt", 'r') as f:
        lines = f.readlines()
        collided = len(
            lines
        ) == 0  #if the file is empty of any error - then there is an intersection/collision
    os.remove(workspacePath + "log.txt")  #remove it

    cmds.delete(duplicateInputRoom)
    cmds.delete(duplicateOutputRoom)
    cmds.delete('auxIntersection')

    return collided
def makeRoundHoleBlock(blockDepth):
       
    cubeDimX = 0.74
    cubeDimY = 0.78
    cubeDimZ = (blockDepth * 0.8) - (blockDepth*0.8/blockDepth)
     
    # Make Block
    block = cmds.polyCube(width=cubeDimX, height=cubeDimY, depth=cubeDimZ, ch=False)
    cmds.move((cubeDimY/2.0), moveY=True) 
     
    # Make left endcap
    endCap = cmds.polyCylinder(r=cubeDimY * 0.5, h=cubeDimX, ax=(1,0,0), ch=False )
    cmds.move( (cubeDimZ * 0.5), moveZ=True, a=True)
    cmds.move( (cubeDimY * 0.5), moveY=True, a=True)
    block = cmds.polyCBoolOp( block[0], endCap[0], op=1, ch=False )
     
    # Make right endcap
    endCap = cmds.polyCylinder(r=cubeDimY * 0.5, h=cubeDimX, ax=(1,0,0), ch=False )
    cmds.move( (cubeDimZ * -0.5), moveZ=True, a=True)
    cmds.move( (cubeDimY * 0.5), moveY=True, a=True)
    block = cmds.polyCBoolOp( block[0], endCap[0], op=1, ch=False )
 
    cmds.xform(centerPivots = True )
     
    for z in range(blockDepth):
        block = makeBeamHole( block, z , cubeDimX, cubeDimY, cubeDimZ )
        block = makeBeamPipe( block, z , cubeDimX, cubeDimY, cubeDimZ )
     
    return block
def makeBeamPipe( block, x, cubeDimX, cubeDimY, cubeDimZ ):
    innerPipe = cmds.polyPipe( r=cubeDimY * 0.5, h=cubeDimX*2, t=0.05, ax=(1,0,0) )
    innerAdd = cmds.polyPipe( r=cubeDimY * 0.45, h=cubeDimX*1.64, t=0.1, ax=(1,0,0) )
    inner = cmds.polyCBoolOp( innerPipe[0], innerAdd[0], op=1, ch=False )
    cmds.move( (x*0.8) - (cubeDimZ/2.0), moveZ= True, a=True)  
    cmds.move( (cubeDimY * 0.5), moveY= True, a=True) 
    block =  cmds.polyCBoolOp( block[0], inner[0], op=1, ch=False )
    return block    
Example #6
0
def createGear():
    teeth = 16
    teethLength = 0.2

    # name
    nsTmp = "Gear" + str(rnd.randint(1000, 9999))
    cmds.select(clear=True)
    cmds.namespace(add=nsTmp)
    cmds.namespace(set=nsTmp)
    # query colour from UI
    rgb = cmds.colorSliderGrp('gearColour', q=True, rgbValue=True)

    # base
    gear = cmds.polyCylinder(r=0.7, h=0.4, sx=32)

    # extrude teeth
    for i in range(31):
        if (i % 2 == 0):
            cmds.select(gear[0] + ".f[" + str(i) + "]")
            cmds.polyExtrudeFacet(ltz=0.1)
            cmds.polyExtrudeFacet(ltz=0.1)
            cmds.polyMoveFacet(lsx=0.5)

    # decor
    tmp = cmds.polyCylinder(r=0.6, h=0.2)
    cmds.move(0.2, moveY=True, a=True)
    gear = cmds.polyCBoolOp(gear, tmp, op=2, ch=False)
    tmp = cmds.polyCylinder(r=0.6, h=0.2)
    cmds.move(-0.2, moveY=True, a=True)
    gear = cmds.polyCBoolOp(gear, tmp, op=2, ch=False)
    # center
    cylind = cmds.polyCylinder(r=0.3, h=0.6)
    #create x shape
    x = cmds.polyCube(w=0.5, h=0.6, d=0.2)
    tmp = cmds.polyCube(w=0.2, h=0.6, d=0.5)
    #combine them
    x = cmds.polyCBoolOp(x, tmp, op=1)
    x2 = cmds.duplicate(x)
    # remove from center
    cylind = cmds.polyCBoolOp(cylind, x, op=2)
    # remove from base
    gear = cmds.polyCBoolOp(gear, x2, op=2)

    # add material
    myShader = cmds.shadingNode('lambert', asShader=True, name="blckMat")
    cmds.setAttr(nsTmp + ":blckMat.color",
                 rgb[0],
                 rgb[1],
                 rgb[2],
                 type='double3')

    cmds.polyUnite((nsTmp + ":*"), n=nsTmp, ch=False)
    cmds.move(0.3, moveY=True, a=True)
    cmds.delete(ch=True)

    cmds.hyperShade(assign=(nsTmp + ":blckMat"))
    cmds.namespace(removeNamespace=":" + nsTmp, mergeNamespaceWithParent=True)
def createRoundedBlock( blockSizeX, blockSizeY, blockSizeZ, blockLength ):
    
    edgeCylinderL = cmds.polyCylinder ( h = blockSizeZ, r = blockSizeY/2 )
    cmds.rotate( 90, rotateX = True )
    cmds.move( ( -blockSizeX/2 ), moveX = True, a=True)
    
    edgeCylinderR = cmds.polyCylinder ( h = blockSizeZ, r = blockSizeY/2 )
    cmds.rotate( 90, rotateX = True )
    cmds.move( ( blockSizeX/2 ), moveX = True, a=True)
    
    block = cmds.polyCube ( h = blockSizeY, w = blockSizeX, d = blockSizeZ, sx = ( blockLength - 1 ) * 2, sy = 2 )
    
    block =  cmds.polyCBoolOp( block, edgeCylinderL, op = 1 )
    block =  cmds.polyCBoolOp( block, edgeCylinderR, op = 1 )
    
    return block
Example #8
0
def RightBlock():

    firstBlockDepth = cmds.intSliderGrp('firstAngleDepth',
                                        query=True,
                                        value=True)
    secondBlockDepth = cmds.intSliderGrp('secondAngleDepth',
                                         query=True,
                                         value=True)
    rgb = cmds.colorSliderGrp('angled90BlockColour', query=True, rgbValue=True)

    cmds.select(clear=True)

    cubeDimY = 1 * 0.96
    cubeDimZ = firstBlockDepth * 0.8

    firstBlock = makeRoundHoleBlock(firstBlockDepth)
    secondBlock = makeRoundHoleBlock(secondBlockDepth)
    cmds.move((cubeDimZ / 2.0), moveZ=True)
    cmds.move((cubeDimZ / 2.0), moveY=True)
    cmds.rotate('90deg', 0, 0, secondBlock[0])
    finalShape = cmds.polyCBoolOp(firstBlock[0], secondBlock[0], op=1)

    # Adding on the colour
    myShader = cmds.shadingNode('lambert', asShader=True, name="blockMaterial")
    cmds.setAttr(myShader + ".color", rgb[0], rgb[1], rgb[2], type='double3')
    cmds.select(finalShape, r=True)
    cmds.hyperShade(assign=myShader)
    cmds.namespace(set=":")
def connector():
    rgb = cmds.colorSliderGrp('miscColour', query=True, rgbValue=True)
    
    cX = 1.6
    cY = 0.6
    cZ = 0.6
    
    cMiddle = cmds.polyCylinder( h = 1.6/2, r = 0.5/2, sz = 1 )
    cmds.rotate( 90, rotateZ = True )
    cmds.move( (1.6/2)/2, moveX = True )
    
    cInsideRidge = cmds.polyCylinder( h = 0.1, r = cY/2, sz = 1 )
    cmds.rotate( 90, rotateZ = True )
    cmds.move( 0.1/2, moveX = True )
    
    cOutsideRidge = cmds.polyTorus( sr = 0.05, r = (cY/2.6))
    cmds.rotate( 90, rotateZ = True )
    cmds.move( (cX/2) - (0.08/2), moveX = True )
    
    connector = cmds.polyCBoolOp( cMiddle, cInsideRidge, op = 1 )
    connector = cmds.polyCBoolOp( connector, cOutsideRidge, op = 1 )
    
    cCut = createRoundedBlock( cY * 0.6, cY * 0.2, 5, 2 )
    cmds.move( cY + 0.1, moveX = True )
    
    connector = cmds.polyCBoolOp( connector, cCut, op = 2 )
    
    cMCut = cmds.polyCylinder( h = 1.6, r = 0.45/2, sz = 1 )
    cmds.rotate( 90, rotateZ = True )
    cmds.move( (1.6/2)/2, moveX = True )
    
    connector = cmds.polyCBoolOp( connector, cMCut, op = 2 )
    
    connectorL = cmds.duplicate( connector )
    cmds.scale( -1, scaleX = True )
    cmds.move( -(1.6/2), moveX = True )
    
    connector = cmds.polyUnite( connector, connectorL)
    
    myShader = cmds.shadingNode( 'phong', asShader=True )
    cmds.setAttr( myShader+".color", rgb[0], rgb[1], rgb[2], type='double3')
    cmds.setAttr( myShader+".reflectivity", 0 )
    
    cmds.select( connector )
    cmds.hyperShade( assign = myShader )
    
    cmds.delete( ch = True )
def HoleConnector():
     
    components = []
    
    # Fetching slider data 
    rgb = cmds.colorSliderGrp('HoleColour', query=True, rgbValue=True) 
      
    cmds.select(clear=True) 
     
    cubeDimX = 0.74
    cubeDimY = 0.78
     
    # Inner tube    
    innerCyl = cmds.polyPipe( r=cubeDimY * 0.40, h=cubeDimX*3.85, t=0.1, ax=(1,0,0), ch=False )
     
    # End Ring
    endCyl1 = cmds.polyPipe( r=cubeDimY * 0.45, h=cubeDimX*0.1, t=0.05, ax=(1,0,0), ch=False )
    cmds.move(cubeDimX*1 - (cubeDimX*0.05),0,0)
     
    midShape =  cmds.polyCBoolOp( innerCyl[0], endCyl1[0] , op=1, ch=False)
     
    # Subtraction cube
    endCube1 = cmds.polyCube(width=0.5, height=0.09, depth=1, ch=False)
    cmds.move(cubeDimX*1 - (cubeDimX*0.15),0,0)
     
    midShape = cmds.polyCBoolOp( midShape[0], endCube1[0], op=2, ch=False )
     
    # End Ring 2
    endCyl2 = cmds.polyPipe( r=cubeDimY * 0.45, h=cubeDimX*0.1, t=0.05, ax=(1,0,0), ch=False )
    cmds.move((cubeDimX*0.05) - cubeDimX*1,0,0)
     
    midShape =  cmds.polyCBoolOp( midShape[0], endCyl2[0] , op=1, ch=False)
     
    # Subtraction cube 2
    endCube2 = cmds.polyCube(width=0.5, height=0.09, depth=1, ch=False)
    cmds.move((cubeDimX*0.15) - cubeDimX*1,0,0)
     
    midShape = cmds.polyCBoolOp( midShape[0], endCube2[0], op=2, ch=False )
     
    outerCyl1 = cmds.polyPipe( r=cubeDimY * 0.45, h=cubeDimX*0.2, t=0.05, ax=(1,0,0),ch=False )
     
     
    finalShape =  cmds.polyCBoolOp( midShape[0], outerCyl1[0], op=1, ch=False )
     
    # Adding on the color
    shadedShape = addShader(finalShape, rgb)    
Example #11
0
def booleanLoop(legacy=False):
    #1. Make an array of all selections
    target = mc.ls(sl=1)

    if (legacy):
        #2. Boolean union each item in the array to the next
        for i in range(0,len(target)-1,2):
            mc.polyBoolOp(target[i],target[i+1])
            
            #3. Delete construction history
            mc.delete(ch=True)

            #4. Recenter the pivot
            mc.xform(cp=True)
    else:
        mc.polyCBoolOp()
        mc.delete(ch=True)
Example #12
0
def booleanLoop(legacy=False):
    #1. Make an array of all selections
    target = mc.ls(sl=1)

    if (legacy):
        #2. Boolean union each item in the array to the next
        for i in range(0, len(target) - 1, 2):
            mc.polyBoolOp(target[i], target[i + 1])

            #3. Delete construction history
            mc.delete(ch=True)

            #4. Recenter the pivot
            mc.xform(cp=True)
    else:
        mc.polyCBoolOp()
        mc.delete(ch=True)
def connector():
    connectorLength = cmds.intSliderGrp('connectorLength', q=True, v=True)

    connectorSizeX = (1 * 0.8) - 0.1
    connectorSizeY = (1 * 0.8) - 0.1
    connectorSizeZ = (connectorLength * 0.4)
    
    rgb = cmds.colorSliderGrp('blockColour', q=True, rgbValue=True)
    
    connector = cmds.polyCylinder(r=(connectorSizeX/2.0),h=connectorSizeZ, sh=6)
    cmds.rotate(90,rotateX=True)
    
    cmds.move((connectorSizeY/2.0), moveY=True, a=True)
    connectorName = cmds.ls(connector)[0]
    
    
    cmds.select(connectorName+".e[40:99]")
    cmds.scale(0.8, 0.8, 0.8, relative=True)
    
    cmds.select(connectorName+".e[40:59]")
    cmds.move(-0.13, moveZ=True,r=True)
    cmds.select(connectorName+".e[80:99]")
    cmds.move(0.13, moveZ=True,r=True)
   
    
    axelShape = cmds.polyCube(h = 0.19, w=(connectorSizeZ+0.2), d=0.19)
    
    cmds.move((connectorSizeY/2.0), moveY=True, a=True)
    
    
    axelName = cmds.ls(axelShape)[0]
    
    cmds.select(axelName+".f[0]")
    cmds.select(axelName+".f[1]", add=True)
    cmds.select(axelName+".f[2]", add=True)
    cmds.select(axelName+".f[3]", add=True)
        
    cmds.polyExtrudeFacet(lt=(0,0,0.15), kft=False)
    cmds.select(axelShape)
    cmds.polyBevel(sg=2, oaf=True, fn=True)
    cmds.rotate(90, rotateY=True)
    
    
    if(connectorLength == 2):
        cmds.select(connectorName+".e[242]")
        cmds.select(connectorName+".e[246]", add=True)
        cmds.move(-0.05, moveY=True, relative=True)
        
        cmds.select(connectorName+".e[252]")
        cmds.select(connectorName+".e[256]", add=True)
        cmds.move(0.05, moveY=True, relative=True)
    
    cmds.select(connector)
    cmds.select(axelShape, add=True)
    connector = cmds.polyCBoolOp(op=2, ch=False, n="Connector" + str(rnd.randint(1000,9999)))
    
    applyMaterial(connector, rgb)
    cmds.delete(ch=True)
def createBlockHoles( blockSizeX, blockSizeY, block, blockLength, blockOffset ):
    
    hcList = []
    rcyList = []
    rcuList = []
    
    for j in range( blockLength ):
        #create cylinders to cut holes
        holeCylinder = cmds.polyCylinder( r = 0.24, h = 2, sz=1 )
        cmds.rotate( 90, rotateX = True )
        cmds.move((blockSizeY/2), moveY = True, a = True)
        cmds.move(((j * 0.8) - (blockSizeX/2.0) + blockOffset ), moveX = True, a = True)
        hcList.append( holeCylinder )
        
        #create cylinders to cut sunken area around holes 
        ##create a cylinder
        ridgeCylinder = cmds.polyCylinder( r=0.31, h=2, sz=1 )
        cmds.rotate( 90, rotateX = True )
        cmds.move((blockSizeY/2), moveY = True, a = True)
        cmds.move(((j * 0.8) - (blockSizeX/2.0) + blockOffset ), moveX = True, a = True)
        rcyList.append( ridgeCylinder )
        
        ##create a cube
        ridgeCube = cmds.polyCube ( h = 0.64, w = blockSizeY, d = blockSizeY )
        cmds.rotate( 90, rotateX = True )
        cmds.move((blockSizeY/2), moveY=True )
        cmds.move(((j * 0.8) - (blockSizeX/2.0) + blockOffset ), moveX=True )
        rcuList.append( ridgeCube )
    
    if len( hcList ) > 1 :
        holeCylinders = cmds.polyUnite( *hcList )  
        ridgeCylinders = cmds.polyUnite( *rcyList )
        ridgeCubes = cmds.polyUnite( *rcuList )  
    else:
        holeCylinders = hcList[0]
        ridgeCylinders = rcyList[0]
        ridgeCubes = rcuList[0]
        
    block = cmds.polyCBoolOp( block, holeCylinders, op=2 )
    
    ridgeCutter = cmds.polyCBoolOp( ridgeCylinders, ridgeCubes, op=2 ) 
    
    block = cmds.polyCBoolOp( block, ridgeCutter, op=2 )
    
    return block
Example #15
0
 def addToCollisionUnion(self, obj):
     unionAmounts = len(self.collisionUnions)
     if self.blockIndex >= 15 * unionAmounts:  #amount of blocks in a single union
         cmds.rename(obj, "collisionUnion" + str(len(self.collisionUnions)))
         self.collisionUnions.append("collisionUnion" +
                                     str(len(self.collisionUnions)))
     else:
         self.collisionUnions[unionAmounts - 1] = cmds.polyCBoolOp(
             self.collisionUnions[unionAmounts - 1], obj, op=1, ch=False)[0]
Example #16
0
def BU_DiffIntersection():
    selection = cmds.ls(sl=True)

    # If you don't have exactly two meshes selected it ends the function
    if len(selection) > 2 or len(selection) < 2:
        print "You have to select two elements"
        return

    firstObj = selection[0]
    secondObj = selection[1]

    # I duplicate the objects to use it again
    firstObjCopy = cmds.duplicate(firstObj)
    secondObjCopy = cmds.duplicate(secondObj)

    # First I do the difference between the first and the second object
    cmds.polyCBoolOp(firstObj, secondObj, op=2)
    # Then I do the intersection
    cmds.polyCBoolOp(firstObjCopy, secondObjCopy, op=3)
Example #17
0
def HoleBlock():

    # Initialize the building blocks and the subtraction blocks
    components = []
    subtracts = []

    blockDepth = cmds.intSliderGrp('HoleblockDepth', query=True, value=True)
    rgb = cmds.colorSliderGrp('HoleblockColour', query=True, rgbValue=True)

    cmds.select(clear=True)

    blockWidth = 1
    cubeDimX = blockWidth * 0.8
    blockHeight = 1
    cubeDimY = blockHeight * 0.96
    cubeDimZ = blockDepth * 0.8

    cube = cmds.polyCube(h=cubeDimY, w=cubeDimX, d=cubeDimZ, sz=blockDepth)
    cmds.move((cubeDimY / 2.0), moveY=True)

    # Pipes on top of block
    for i in range(blockDepth):
        components.append(cmds.polyPipe(r=0.24, h=0.36, thickness=0.09)[0])
        cmds.move((cubeDimY + 0.10), moveY=True, a=True)
        cmds.move(((i * 0.8) - (cubeDimZ / 2.0) + 0.4), moveZ=True, a=True)

    # Holes within block
    for k in range(blockDepth - 1):
        holes = cmds.polyCylinder(h=1, r=0.24, ax=(1, 0, 0))
        subtracts.append(holes[0])
        cmds.move(0,
                  cubeDimY - 0.38, ((k * 0.8) - (cubeDimZ / 2.0) + 0.8),
                  holes[0],
                  a=True)

    # Unite the cube and the top
    addShape = cmds.polyUnite(cube, components, ch=False)

    currentHole = subtracts[0]

    for hole in range(len(subtracts) - 1):
        uniteHole = cmds.polyUnite(currentHole, subtracts[hole + 1], ch=False)
        currentHole = uniteHole

    finalShape = cmds.polyCBoolOp(addShape, uniteHole, op=2, ch=False)[0]

    # Adding on the colour
    myShader = cmds.shadingNode('lambert', asShader=True, name="blockMaterial")
    cmds.setAttr(myShader + ".color", rgb[0], rgb[1], rgb[2], type='double3')
    cmds.select(finalShape, r=True)
    cmds.hyperShade(assign=myShader)
    cmds.namespace(set=":")
def HoleBlock():
     
    # Initialize the building blocks and the subtraction blocks
    components = []
    subtracts = []
     
    # Fetching slider data
    blockDepth = cmds.intSliderGrp('HoleblockDepth', query=True, value=True)
    rgb = cmds.colorSliderGrp('HoleblockColour', query=True, rgbValue=True) 
     
    cmds.select(clear=True) 
       
    blockWidth = 1
    cubeDimX = blockWidth * 0.8
    blockHeight = 1
    cubeDimY = blockHeight * 0.96
    cubeDimZ = blockDepth * 0.8
 
    cube = cmds.polyCube(h=cubeDimY, w=cubeDimX, d=cubeDimZ, sz=blockDepth, ch=False) 
    cmds.move((cubeDimY/2.0), moveY=True) 
   
     
    # Pipes on top of block
    for i in range(blockDepth):
        components.append(cmds.polyPipe(r=0.24, h=0.36, thickness=0.09, ch=False)[0]) 
        cmds.move((cubeDimY + 0.10), moveY=True, a=True)
        cmds.move(((i * 0.8) - (cubeDimZ/2.0) + 0.4), moveZ=True, a=True)
     
    # Holes within block
    for k in range(blockDepth - 1):   
        holes = cmds.polyCylinder( h=1, r=0.24, ax=(1,0,0), ch=False)
        subtracts.append(holes[0]);
        cmds.move( 0, cubeDimY - 0.38, ((k*0.8) - (cubeDimZ/2.0) + 0.8), holes[0], a=True)         
   
    # Unite the cube and the top
    addShape = cmds.polyUnite(cube, components, ch=False)
     
    currentHole = subtracts[0]
    
    # Unite all of the holes for a boolean subtraction 
    for hole in range(len(subtracts)- 1):
        uniteHole = cmds.polyUnite(currentHole, subtracts[hole+1], ch=False)
        currentHole = uniteHole
         
    finalShape = cmds.polyCBoolOp(addShape, currentHole, op=2, ch=False)[0]
     
    # Adding on the colour
    shadedShape = addShader(finalShape, rgb) 
def createBeamIndents(block, blockDepth, blockSizeX, blockSizeY, blockSizeZ):
    beam = block
    indentArray = []
    for i in range(blockDepth):
        #h = 0.6 (same as outer holes), 
        #w = 0.15 (estimate for space between),
        #d = 0.35 (estimate based on image)
        indent = cmds.polyCube(h=0.6, w=0.15, d=0.35, sy=3)
        cmds.move((blockSizeX/2.0), moveX = True, a  = True)
        cmds.move((blockSizeY/2.0), moveY = True, a = True)
        cmds.move(((i  * 0.8) - (blockSizeZ/2.0)+0.65), moveZ = True)        
       
        indentName = cmds.ls(indent)[0]
        cmds.select(indentName+'.vtx[2:5]')
        cmds.move(0, 0, -0.1, r=True)
        cmds.select(indentName+'.vtx[10:13]')
        cmds.move(0, 0, 0.1, r=True)
        indentArray.append(indent)
        
        indent = cmds.polyCube(h=0.6, w=0.15, d=0.4, sy=3)
        cmds.move((-1*(blockSizeX/2.0)), moveX = True, a  = True)
        cmds.move((blockSizeY/2.0), moveY = True, a = True)
        cmds.move(((i  * 0.8) - (blockSizeZ/2.0)+0.65), moveZ = True)        
       
        indentName = cmds.ls(indent)[0]
        cmds.select(indentName+'.vtx[2:5]')
        cmds.move(0, 0, -0.1, r=True)
        cmds.select(indentName+'.vtx[10:13]')
        cmds.move(0, 0, 0.1, r=True)
        indentArray.append(indent)
        
    cmds.select(clear=True)
    
    #combine hourglass shaped indents into one polygon
    for indent in indentArray:
        cmds.select(indent, add=True)
    indents = cmds.polyUnite(ch=False)
    
    cmds.select(clear=True)
    cmds.select(beam)
    cmds.select(indents, add=True)
    finalBlock = cmds.polyCBoolOp(op=2, ch=False)
    return finalBlock
def axle():
    axleLength = cmds.intSliderGrp( 'axleLength', query = True, value = True)
    rgb = cmds.colorSliderGrp('miscColour', query=True, rgbValue=True)
    
    axleX = axleLength * 0.8
    axleY = 0.4
    axleZ = 0.4
    
    hAxle = cmds.polyCube( w = axleX, h = axleY/2, d = axleZ )
    vAxle = cmds.polyCube( w = axleX, h = axleY, d = axleZ/2 )
    
    axle = cmds.polyCBoolOp( hAxle, vAxle, op = 1 )[0]
    
    myShader = cmds.shadingNode( 'phong', asShader=True )
    cmds.setAttr( myShader+".color", rgb[0], rgb[1], rgb[2], type='double3')
    cmds.setAttr( myShader+".reflectivity", 0 )
    
    cmds.select( axle )
    cmds.hyperShade( assign = myShader )
    
    cmds.delete( ch = True )
Example #21
0
def createRack():
    rgb = cmds.colorSliderGrp('rackColour', q=True, rgbValue=True)

    # name
    nsTmp = "Rack" + str(rnd.randint(1000, 9999))

    cmds.select(clear=True)
    cmds.namespace(add=nsTmp)
    cmds.namespace(set=nsTmp)

    # base
    rack = cmds.polyCube(h=0.6, w=1.5, d=6, sz=24)

    # extrude teeth
    for i in range(24):
        if (i % 2 == 1):
            cmds.select(rack[0] + ".f[" + str(i) + "]")
            cmds.polyExtrudeFacet(ltz=0.3)
            cmds.polyExtrudeFacet(ltz=0.3)
            cmds.polyMoveFacet(lsx=0.1)

    tmp = cmds.polyCube(h=0.6, w=1.5, d=2)
    cmds.move(-3.753, moveZ=True)
    rack = cmds.polyCBoolOp(rack, tmp, op=2)
    tmp = cmds.polyCube(h=0.6, w=1.5, d=2)

    # add material
    myShader = cmds.shadingNode('lambert', asShader=True, name="blckMat")
    cmds.setAttr(nsTmp + ":blckMat.color",
                 rgb[0],
                 rgb[1],
                 rgb[2],
                 type='double3')

    cmds.polyUnite((nsTmp + ":*"), n=nsTmp, ch=False)
    cmds.move(0.4, moveY=True, a=True)
    cmds.delete(ch=True)

    cmds.hyperShade(assign=(nsTmp + ":blckMat"))
    cmds.namespace(removeNamespace=":" + nsTmp, mergeNamespaceWithParent=True)
def createRoundedBeams(block, blockSizeX, blockSizeY, blockSizeZ):
    
    endCyl1 = cmds.polyCylinder(r=(blockSizeY/2.0), h=blockSizeX)
    cmds.rotate(90, rotateX=True)
    cmds.rotate(90, rotateY=True)
    cmds.move((blockSizeY/2.0), moveY=True)
    cmds.move((blockSizeZ/2.0), moveZ=True, a=True)
    
    endCyl2= cmds.polyCylinder(r=(blockSizeY/2.0), h=blockSizeX)
    cmds.rotate(90, rotateX=True)
    cmds.rotate(90, rotateY=True)
    cmds.move((blockSizeY/2.0), moveY=True)
    cmds.move((-blockSizeZ/2.0), moveZ=True, a=True)
    
    
    cmds.select(block)
    cmds.select(endCyl1, add=True)
    cmds.select(endCyl2, add=True)
    
    #combine cylindrical ends with rectangle using union boolean
        #joins them but removes intersecting parts
    roundedBlock = cmds.polyCBoolOp(op=1,ch=False)
    return roundedBlock
def makeBeamHole( block, z, cubeDimX, cubeDimY, cubeDimZ ):
    hole = cmds.polyCylinder( r=cubeDimY * 0.45, h=cubeDimX, ax=(1,0,0), ch=False )
    cmds.move( (z * 0.8) - (cubeDimZ/2.0), moveZ= True, a=True)  
    cmds.move( (cubeDimY * 0.5), moveY= True, a=True) 
    block =  cmds.polyCBoolOp( block[0], hole[0], op=2, ch=False )
    return block
Example #24
0
 def uniformVoroPoints(self):
     '''
     Performs voronoi uniform fragmentation
     '''
     # duplicate original shape
     mVoroInputMeshFn = OpenMaya.MFnMesh(self._mVoroInputMeshDAG)
     
     mPoints = OpenMaya.MPointArray()
     mVerticesCount = OpenMaya.MIntArray()
     mVerticesList = OpenMaya.MIntArray()        
     
     mVoroInputMeshFn.getPoints(mPoints, OpenMaya.MSpace.kWorld)
     mVoroInputMeshFn.getVertices(mVerticesCount, mVerticesList)
     mNumPoly = mVoroInputMeshFn.numPolygons()
     
     mCopyMeshFn = OpenMaya.MFnMesh()
     mCopyTrs = mCopyMeshFn.create(mPoints.length(), mNumPoly, mPoints, mVerticesCount, mVerticesList)
     
     mDagPath = OpenMaya.MDagPath()
     OpenMaya.MDagPath.getAPathTo(mCopyTrs, mDagPath)
     mMeshName = mDagPath.fullPathName()             
     
     # create boolean op between sphere and duplicated shape
     mRadius = cmds.getAttr(self._mVoroImpactShape + '.radius')
     mRadius = max(.15, mRadius)
     
     mImpact = cmds.polySphere(r = mRadius, sx = 8, sy = 8)
     cmds.xform(mImpact[0], translation = [self._mOriginPt.x, self._mOriginPt.y, self._mOriginPt.z])
     
     cmds.select(clear = True)       
     mVolume = None
     
     if int(cmds.about(version = True).split()[0]) > 2014:        
         try:
             mVolume = cmds.polyCBoolOp(mMeshName, mImpact[0], op = 3, ch = False, classification = 1, n = 'IS_Volume')
         except:
             pass               
         
     else:
         try:
             mVolume = cmds.polyBoolOp(mMeshName, mImpact[0], op = 3, ch = False, n = 'IS_Volume')
         except:
             pass                    
     
     cmds.flushUndo()
     
     # Check if mVolume is valid
     if mVolume:       
         if cmds.polyEvaluate(mVolume, face = True) == 0:            
             cmds.delete(mVolume)
             mVolume = cmds.polySphere(r = mRadius, sx = 8, sy = 8)
         
     else:
        mVolume = cmds.polySphere(r = mRadius, sx = 8, sy = 8) 
     
     # Fill volume of the boolean object with points
     mSelection = OpenMaya.MSelectionList()
     mSelection.add(mVolume[0])
     mSelection.getDagPath(0, mDagPath)
     mDagPath.extendToShape()
     
     mVerts = OpenMaya.MPointArray()
     triangleCounts, triangleVertices = OpenMaya.MIntArray(), OpenMaya.MIntArray()        
     
     mVolMeshFn = OpenMaya.MFnMesh(mDagPath)
     mVolMeshFn.getPoints(mVerts, OpenMaya.MSpace.kWorld)
     mVolMeshFn.getTriangles(triangleCounts, triangleVertices)
     numTriangles = triangleVertices.length() / 3
     
     mHitPoint = OpenMaya.MFloatPoint()
     mFloatRaySource = OpenMaya.MFloatPoint()
     mFloatRayNormal = OpenMaya.MFloatVector()
     
     # Randomly select a face, find a point on face surface (with bary coords) and launch a ray from the reversed normal
     mAccelerationStructure = mVolMeshFn.autoUniformGridParams()        
     for n in xrange(self._mVoroCount):
         
         triId = rand.randint(0, numTriangles-1)
         v0 = triangleVertices[3 * triId + 0]
         v1 = triangleVertices[3 * triId + 1]
         v2 = triangleVertices[3 * triId + 2]
         
         mVectorAB = mVerts[v1] - mVerts[v0]
         mVectorAC = mVerts[v2] - mVerts[v0]
         mNormal = (mVectorAB ^ mVectorAC) * -1.0
         mNormal.normalize()
         
         u = rand.uniform(0.0,1.0)
         v = rand.uniform(0.0, (1.0 - u))
         
         mSample = (mVerts[v0] + mVectorAB * u + mVectorAC * v) + (mNormal * 0.001)	        
         mFloatRaySource.x, mFloatRaySource.y, mFloatRaySource.z = mSample.x, mSample.y, mSample.z
         mFloatRayNormal.x, mFloatRayNormal.y, mFloatRayNormal.z = mNormal.x, mNormal.y, mNormal.z
         
         hit = mVolMeshFn.closestIntersection(
                                                 mFloatRaySource,
                                                 mFloatRayNormal,
                                                 None,
                                                 None,
                                                 None,
                                                 OpenMaya.MSpace.kWorld,
                                                 99999,
                                                 None,
                                                 mAccelerationStructure,
                                                 mHitPoint,
                                                 None,
                                                 None,
                                                 None,
                                                 None,
                                                 None
                                             )
        
         if hit:
             mDistance = mFloatRaySource.distanceTo(mHitPoint)
             self._mVoroPoints.append(mSample + (mNormal * rand.uniform(0.0, mDistance)))                
     
     mVolMeshFn.freeCachedIntersectionAccelerator()        
     cmds.delete(mVolume)
     
     # hide IShatter sphere helper
     cmds.setAttr(self._mVoroImpactTrs + '.visibility', False)
     cmds.setAttr(self._mVoroImpactShape + '.radius', 0.0001)
     cmds.xform(self._mVoroImpactTrs, translation = [0.0, 0.0, 0.0])
     self._mView.refresh(False, True)        
     
     # update fractureFX
     mel.eval("fxEraseParticles " + self._mVoroParticleObject)
     mVoroParticleSysFn = OpenMayaFX.MFnParticleSystem(self._mVoroParticleSysDAG)
     mVoroParticleSysFn.emit(self._mVoroPoints)
     mVoroParticleSysFn.saveInitialState()                                  
def angularBeam():
    
    horizontalLength = cmds.intSliderGrp('horizontalLength', query=True, value=True)
    angledLength = cmds.intSliderGrp('angledLength', query=True, value=True)
    angleSelected = cmds.radioButtonGrp('angleDegree', query=True, select=True)
    angleDegree = angleArray[angleSelected]
    leftCross = cmds.checkBox('leftCrossCheck', query = True, value = True)
    rightCross = cmds.checkBox('rightCrossCheck', query = True, value = True)
    rgb = cmds.colorSliderGrp('beamColour', query=True, rgbValue=True)
    
    holeOffset = 0.0;
    
    cubeSizeH = (horizontalLength - 1) * 0.8
    cubeSizeA = (angledLength - 1) * 0.8
    cubeSizeZ = 0.8 
    cubeSizeY = 0.8
    
    horizontalCube = createRoundedBlock( cubeSizeH, cubeSizeY, cubeSizeZ, horizontalLength )
    cmds.move(( cubeSizeY / 2.0 ), moveY = True )
    
    if( leftCross == True ):
        holeOffset = 0.8
        horizontalCube = createBlockHoles( cubeSizeH, cubeSizeY, horizontalCube, horizontalLength - 1, holeOffset )
        hCross = cmds.polyCube( w = 0.62, h = 0.31, d = 3 )
        vCross = cmds.polyCube( w = 0.31, h = 0.62, d = 3 )
        cross = cmds.polyCBoolOp( hCross, vCross, op = 1 )[0]
        cmds.move( -(cubeSizeH/2), cubeSizeY/2, 0 )
        horizontalCube = cmds.polyCBoolOp( horizontalCube, cross, op = 2 )[0]
               
    else:
        horizontalCube = createBlockHoles( cubeSizeH, cubeSizeY, horizontalCube, horizontalLength, holeOffset )
    
    angledCube = createRoundedBlock( cubeSizeA, cubeSizeY, cubeSizeZ, angledLength )
    cmds.move(( cubeSizeY / 2.0 ), moveY = True )
    
    if( rightCross == True ):
        holeOffset = 0.0
        angledCube = createBlockHoles( cubeSizeA, cubeSizeY,angledCube, angledLength - 1, holeOffset )
        hCross = cmds.polyCube( w = 0.62, h = 0.31, d = 3 )
        vCross = cmds.polyCube( w = 0.31, h = 0.62, d = 3 )
        cross = cmds.polyCBoolOp( hCross, vCross, op = 1 )[0]
        cmds.move( cubeSizeA/2, cubeSizeY/2, 0 )
        angledCube = cmds.polyCBoolOp( angledCube, cross, op = 2 )[0]
               
    else:
        holeOffset = 0.0
        angledCube = createBlockHoles( cubeSizeA, cubeSizeY, angledCube, angledLength, holeOffset )[0]
    
    cmds.move( ( - (cubeSizeA/2.0)), (cubeSizeY/2), 0, angledCube+".scalePivot", angledCube+".rotatePivot", absolute=True)
    
    cmds.rotate( angleDegree, rotateZ = True )
    cmds.move( ((cubeSizeH/2) + (cubeSizeA/2)), moveX = True )
    
    angledBeam = cmds.polyUnite( horizontalCube, angledCube )
    
    myShader = cmds.shadingNode( 'phong', asShader=True )
    cmds.setAttr( myShader+".color", rgb[0], rgb[1], rgb[2], type='double3')
    cmds.setAttr( myShader+".reflectivity", 0 )
    
    cmds.select( angledBeam )
    cmds.hyperShade( assign = myShader )
    
    cmds.delete( ch = True )
def doubleAngularBeam():
    
    horizontalLength = cmds.intSliderGrp('dHorizontalLength', query=True, value=True)
    verticalLength = cmds.intSliderGrp('dVerticalLength', query=True, value=True)
    angledLength = 3.8
    leftCross = cmds.checkBox('leftCrossCheck', query = True, value = True)
    rightCross = cmds.checkBox('rightCrossCheck', query = True, value = True)
    rgb = cmds.colorSliderGrp('beamColour', query=True, rgbValue=True)
    
    holeOffset = 0.0;
    
    cubeSizeH = (horizontalLength - 1) * 0.8
    cubeSizeA = 3.04
    cubeSizeV = (verticalLength - 1) * 0.8
    cubeSizeZ = 0.8 
    cubeSizeY = 0.8
    
    beamAngle = 45
    angledDistance =  ( math.sin( math.radians(45))) * cubeSizeA
    
    #create horizontal section of angled beam

    horizontalCube = createRoundedBlock( cubeSizeH, cubeSizeY, cubeSizeZ, horizontalLength )
    cmds.move(( cubeSizeY / 2.0 ), moveY = True )
    
    if( leftCross == True ):
        holeOffset = 0.8
        horizontalCube = createBlockHoles( cubeSizeH, cubeSizeY, horizontalCube, horizontalLength - 1, holeOffset )
        hCross = cmds.polyCube( w = 0.62, h = 0.31, d = 3 )
        vCross = cmds.polyCube( w = 0.31, h = 0.62, d = 3 )
        cross = cmds.polyCBoolOp( hCross, vCross, op = 1 )[0]
        cmds.move( -(cubeSizeH/2), cubeSizeY/2, 0 )
        horizontalCube = cmds.polyCBoolOp( horizontalCube, cross, op = 2 )[0]
               
    else:
        horizontalCube = createBlockHoles( cubeSizeH, cubeSizeY, horizontalCube, horizontalLength, holeOffset )
    
    #create angled section of angled beam
    
    angledCube = createRoundedBlock( cubeSizeA, cubeSizeY, cubeSizeZ, angledLength )
    cmds.move(( cubeSizeY / 2.0 ), moveY = True ) 
    
    #create left hole in angled beam section
    
    holeCylinderL = cmds.polyCylinder( r = 0.24, h = 2, sz=1 )
    cmds.rotate( 90, rotateX = True )
    cmds.move((cubeSizeY/2), moveY = True, a = True)
    cmds.move(( - (cubeSizeA/2.0)), moveX = True, a = True)
        
    ridgeCylinderL = cmds.polyCylinder( r=0.31, h=2, sz=1 )
    cmds.rotate( 90, rotateX = True )
    cmds.move((cubeSizeY/2), moveY = True, a = True)
    cmds.move(( - ( cubeSizeA / 2.0 )), moveX = True, a = True)
    
    ridgeCubeL = cmds.polyCube ( h = 0.64, w = cubeSizeY, d = cubeSizeY )
    cmds.rotate( 90, rotateX = True )
    cmds.move(( cubeSizeY / 2 ), moveY=True )
    cmds.move(( - (cubeSizeA/2.0)), moveX=True )
    
    angledCube = cmds.polyCBoolOp( angledCube, holeCylinderL, op=2 )
    ridgeCutterL = cmds.polyCBoolOp( ridgeCylinderL, ridgeCubeL, op=2 )  
    angledCube = cmds.polyCBoolOp( angledCube, ridgeCutterL, op=2 )
    
    #create right hole in angled beam section
    
    holeCylinderR = cmds.polyCylinder( r = 0.24, h = 2, sz=1 )
    cmds.rotate( 90, rotateX = True )
    cmds.move((cubeSizeY/2), moveY = True, a = True)
    cmds.move(((angledLength * 0.8) - (cubeSizeA/2.0)), moveX = True, a = True)
        
    ridgeCylinderR = cmds.polyCylinder( r=0.31, h=2, sz=1 )
    cmds.rotate( 90, rotateX = True )
    cmds.move((cubeSizeY/2), moveY = True, a = True)
    cmds.move(((angledLength * 0.8) - (cubeSizeA/2.0)), moveX = True, a = True)
    
    ridgeCubeR = cmds.polyCube ( h = 0.64, w = cubeSizeY, d = cubeSizeY )
    cmds.rotate( 90, rotateX = True )
    cmds.move((cubeSizeY/2), moveY=True )
    cmds.move(((angledLength * 0.8) - (cubeSizeA/2.0)), moveX=True )
    
    angledCube = cmds.polyCBoolOp( angledCube, holeCylinderR, op=2 )  
    ridgeCutterR = cmds.polyCBoolOp( ridgeCylinderR, ridgeCubeR, op=2 )   
    angledCube = cmds.polyCBoolOp( angledCube, ridgeCutterR, op=2 ) 
    
    #create rounded rectangle cutout in angled beam section
    holeBlock = createRoundedBlock( ( cubeSizeA - ( 0.8 * 2 )), 0.48, 2, angledLength )
    cmds.move(( cubeSizeY / 2.0 ), moveY = True )
    
    ridgeBlock = createRoundedBlock( ( cubeSizeA - ( 0.8 * 2 )), 0.62, 2, angledLength )
    cmds.move(( cubeSizeY / 2.0 ), moveY = True )
    
    ridgeCube = cmds.polyCube ( h = cubeSizeY, w = cubeSizeA, d = 0.64  )
    cmds.move(( cubeSizeY / 2.0 ), moveY = True )
    
    angledCube = cmds.polyCBoolOp( angledCube, holeBlock, op=2 )
    ridgeCutter = cmds.polyCBoolOp( ridgeBlock, ridgeCube, op=2 )   
    angledCube = cmds.polyCBoolOp( angledCube, ridgeCutter, op=2 ) 
    
    #move and rotate angled beam in to position
    cmds.move( ( - (cubeSizeA/2.0)), (cubeSizeY/2), 0, angledCube[0]+".scalePivot",angledCube[0]+".rotatePivot", absolute=True)
    
    cmds.rotate( beamAngle, rotateZ = True )
    cmds.move( ((cubeSizeH/2) + (cubeSizeA/2)), moveX = True )
    
    doubleBeam = cmds.polyUnite( horizontalCube, angledCube )
     
    #create vertical section of angled beam
    verticalCube = createRoundedBlock( cubeSizeV, cubeSizeY, cubeSizeZ, verticalLength )
    cmds.move(( cubeSizeY / 2.0 ), moveY = True )
    
    if( rightCross == True ):
        holeOffset = 0.0
        verticalCube = createBlockHoles( cubeSizeV, cubeSizeY, verticalCube, verticalLength - 1, holeOffset )
        hCross = cmds.polyCube( w = 0.62, h = 0.31, d = 3 )
        vCross = cmds.polyCube( w = 0.31, h = 0.62, d = 3 )
        cross = cmds.polyCBoolOp( hCross, vCross, op = 1 )[0]
        cmds.move( cubeSizeV/2, cubeSizeY/2, 0 )
        verticalCube = cmds.polyCBoolOp( verticalCube, cross, op = 2 )[0]
               
    else:
        holeOffset = 0.0
        verticalCube = createBlockHoles( cubeSizeV, cubeSizeY, verticalCube, verticalLength, holeOffset )
    
    cmds.move( ( - (cubeSizeA/2.0)), (cubeSizeY/2), 0, angledCube[0]+".scalePivot",angledCube[0]+".rotatePivot", absolute=True)
    
    cmds.rotate( 90, rotateZ = True )
    cmds.move( (( cubeSizeH / 2 ) + angledDistance ), moveX = True )
    cmds.move( (( cubeSizeV / 2 ) + angledDistance ), moveY = True )
    
    doubleBeam = cmds.polyUnite( doubleBeam, verticalCube )
    
    #add material
    myShader = cmds.shadingNode( 'phong', asShader=True )
    cmds.setAttr( myShader+".color", rgb[0], rgb[1], rgb[2], type='double3')
    cmds.setAttr( myShader+".reflectivity", 0 )
    
    cmds.select( doubleBeam )
    cmds.hyperShade( assign = myShader )
    
    cmds.delete( ch = True )
Example #27
0
def makeBeamPipe(block, x, cubeDimX, cubeDimY, cubeDimZ):
    hole = cmds.polyCylinder(r=cubeDimY * 0.45, h=cubeDimX, ax=(1, 0, 0))
    cmds.move((x * 0.6) - (cubeDimZ / 2.0), moveZ=True, a=True)
    cmds.move((cubeDimY * 0.5), moveY=True, a=True)
    block = cmds.polyCBoolOp(block[0], hole[0], op=2)
    return block
def rim():
    
    #get values from UI
    rimStyle = cmds.radioButtonGrp( 'rimStyle', query = True, select = True)
    rgb = cmds.colorSliderGrp('wheelColour', query=True, rgbValue=True)
    
    #set up variables
    radius = 1.6
    widthHalf = 2.1 / 2
    
    if( rimStyle == 1 ):
        mediumCircle = cmds.polyCylinder( h = widthHalf * 0.4, r = radius * 0.67 )
        cmds.rotate( 90, rotateZ = True )
        
        crossV = cmds.polyCube( w = widthHalf, h = 0.4, d = 0.2 )
        crossH = cmds.polyCube( w = widthHalf, h = 0.2, d = 0.4 )
        cross = cmds.polyCBoolOp( crossV, crossH, op = 1 )
        cmds.move( widthHalf / 2, moveX = True ) 
        mediumCircle = cmds.polyCBoolOp( mediumCircle, cross, op = 2 )
        
        innerCircle = cmds.polyPipe( h = widthHalf * 0.3, r = radius * 0.33, t = 0.14 )    
        cmds.rotate( 90, rotateZ = True )
        cmds.move( ((widthHalf * 0.4) / 2) + ((widthHalf * 0.3) / 2), moveX = True )
        
        outerCircle = cmds.polyPipe( h = widthHalf, r = radius, t = 0.2 )
        cmds.rotate( 90, rotateZ = True )
        cmds.move( (((widthHalf * 0.4) / 2) + ((widthHalf * 0.5) / 2)) + 0.1, moveX = True )
        
        outerCircleCut = cmds.polyPipe( h = widthHalf * 0.33, r = radius, t = 0.1 )
        cmds.rotate( 90, rotateZ = True )
        cmds.move( (((widthHalf * 0.4) / 2) + ((widthHalf * 0.5) / 2)) + 0.1, moveX = True )
        
        outerCircle = cmds.polyCBoolOp( outerCircle, outerCircleCut, op = 2 )
        
        slope = cmds.polyCone()
        cmds.rotate( 90, rotateZ = True )
        cmds.move( 0.810, moveX = True )
        cmds.scale( 5.455, 1, 5.455 )
        
        slopeCutL = cmds.polyCylinder( h = widthHalf, r = radius )
        cmds.rotate( 90, rotateZ = True )
        cmds.move( -( widthHalf / 2), moveX = True )
        
        slopeCutR = cmds.polyCylinder( h = 4, r = radius * 10 )
        cmds.rotate( 90, rotateZ = True )
        cmds.move( 2.326, moveX = True )
        
        slope = cmds.polyCBoolOp( slope, slopeCutL, op = 2 )[0]
        slope = cmds.polyCBoolOp( slope, slopeCutR, op = 2 )[0]
        
        cmds.delete( slope+".f[21]")
        
        rimL = cmds.polyUnite( mediumCircle, innerCircle, outerCircle, slope )
        cmds.move( (widthHalf*0.4)/2, moveX = True )
        
        rimR = cmds.duplicate( rimL )
        cmds.scale( -1, scaleX = True )
        cmds.move( -((widthHalf*0.4)/2), moveX = True )
        
        rim = cmds.polyUnite( rimR, rimL )
    
    elif( rimStyle == 2 ):
        
        radius  = 1.5
        circleList = []
        
        mainCircle = cmds.polyCylinder( h = 0.4, r = radius - 0.2 )
        innerCircle = cmds.polyCylinder( h = 0.5, r = radius * 0.2 )
        hCross = cmds.polyCube( w = radius * 0.24, h = 3, d = radius * 0.1 )
        vCross = cmds.polyCube( w = radius * 0.1, h = 3, d = radius * 0.24 )
        cross = cmds.polyCBoolOp( hCross, vCross, op = 1 )[0]
        
        rim = cmds.polyCBoolOp( mainCircle, innerCircle, op = 1 )
        rim = cmds.polyCBoolOp( rim, cross, op = 2 )
        
        lRidge = cmds.polyTorus( sr = 0.1, r = (radius * 0.9))
        cmds.move( 0.4/2, moveY = True )
        rRidge = cmds.polyTorus( sr = 0.1, r = (radius * 0.9))
        cmds.move( -(0.4/2), moveY = True )
        
        rim = cmds.polyCBoolOp( rim, lRidge, op = 1 )[0]
        rim = cmds.polyCBoolOp( rim, rRidge, op = 1 )[0]
        
        cutCircle = cmds.polyCylinder( h = 3, r = radius * 0.17 )[0]
        
        cmds.move( 0, 0, 0.8)
    
        cmds.move( 0, 0, 0, cutCircle+".scalePivot", cutCircle+".rotatePivot", absolute=True)
        
        circleList.append( cutCircle )
        
        for i in range( 0, 5):
            cutCircle = cmds.duplicate( cutCircle )
            cmds.rotate( 0, 60, 0, cutCircle, r = True )
            circleList.append( cutCircle )
    
        
        cutCircles = cmds.polyUnite( *circleList)
        
        rim = cmds.polyCBoolOp( rim, cutCircles, op = 2 )
        
        cmds.rotate( 90, rotateX = True )
        
            
    myShader = cmds.shadingNode( 'phong', asShader=True )
    cmds.setAttr( myShader+".color", rgb[0], rgb[1], rgb[2], type='double3')
    cmds.setAttr( myShader+".reflectivity", 0 )
    
    cmds.select( rim )
    cmds.hyperShade( assign = myShader )
    
    cmds.delete( ch = True )
Example #29
0
def polyCBoolOp(*args, **kwargs):
    res = cmds.polyCBoolOp(*args, **kwargs)
    if not kwargs.get('query', kwargs.get('q', False)):
        res = _factories.maybeConvert(res, _general.PyNode)
    return res
def straightBeam():
    
    #get values from UI
    beamLength = cmds.intSliderGrp('beamLength', query=True, value=True)
    leftCross = cmds.checkBox('leftCrossCheck', query = True, value = True)
    rightCross = cmds.checkBox('rightCrossCheck', query = True, value = True)
    rgb = cmds.colorSliderGrp('beamColour', query=True, rgbValue=True)
    
    #set up variables
    holeOffset = 0.0;
    
    beamSizeX = ( beamLength - 1 ) * 0.8
    beamSizeZ = 0.8
    beamSizeY = 0.8
    
    #hAxle = cmds.polyCube( w = axleX, h = axleY/2, d = axleZ )
    #vAxle = cmds.polyCube( w = axleX, h = axleY, d = axleZ/2 )
    
    #axle = cmds.polyCBoolOp( hAxle, vAxle, op = 1 )[0]
    
    beam = createRoundedBlock( beamSizeX, beamSizeY, beamSizeZ, beamLength )
    cmds.move(( beamSizeY / 2.0 ), moveY = True ) 
    
    if( leftCross == True and rightCross == False):
        holeOffset = 0.8
        beam = createBlockHoles( beamSizeX, beamSizeY, beam, beamLength - 1, holeOffset )
        hCross = cmds.polyCube( w = 0.62, h = 0.31, d = 3 )
        vCross = cmds.polyCube( w = 0.31, h = 0.62, d = 3 )
        cross = cmds.polyCBoolOp( hCross, vCross, op = 1 )[0]
        cmds.move( -(beamSizeX/2), beamSizeY/2, 0 )
        beam = cmds.polyCBoolOp( beam, cross, op = 2 )[0]
        
    elif( leftCross == False and rightCross == True):
        beam = createBlockHoles( beamSizeX, beamSizeY, beam, beamLength - 1, holeOffset )
        hCross = cmds.polyCube( w = 0.62, h = 0.31, d = 3 )
        vCross = cmds.polyCube( w = 0.31, h = 0.62, d = 3 )
        cross = cmds.polyCBoolOp( hCross, vCross, op = 1 )[0]
        cmds.move( (beamSizeX/2), beamSizeY/2, 0 )
        beam = cmds.polyCBoolOp( beam, cross, op = 2 )[0]
        
    elif( leftCross == True and rightCross == True):
        holeOffset = 0.8
        beam = createBlockHoles( beamSizeX, beamSizeY, beam, beamLength - 2, holeOffset )
        hLCross = cmds.polyCube( w = 0.62, h = 0.31, d = 3 )
        vLCross = cmds.polyCube( w = 0.31, h = 0.62, d = 3 )
        lCross = cmds.polyCBoolOp( hLCross, vLCross, op = 1 )[0]
        cmds.move( -(beamSizeX/2), beamSizeY/2, 0 )
        beam = cmds.polyCBoolOp( beam, lCross, op = 2 )[0]
        hRCross = cmds.polyCube( w = 0.62, h = 0.31, d = 3 )
        vRCross = cmds.polyCube( w = 0.31, h = 0.62, d = 3 )
        rCross = cmds.polyCBoolOp( hRCross, vRCross, op = 1 )[0]
        cmds.move( beamSizeX/2, beamSizeY/2, 0 )
        beam = cmds.polyCBoolOp( beam, rCross, op = 2 )[0]
        
    else:
        beam = createBlockHoles( beamSizeX, beamSizeY, beam, beamLength, holeOffset )
           
    myShader = cmds.shadingNode( 'phong', asShader=True )
    cmds.setAttr( myShader+".color", rgb[0], rgb[1], rgb[2], type='double3')
    cmds.setAttr( myShader+".reflectivity", 0 )
    
    cmds.select( beam )
    cmds.hyperShade( assign = myShader )
    
    cmds.delete( ch = True )
Example #31
0
def createWheel():
    # query UI choice
    createTire = cmds.radioButtonGrp('wheelTire', q=True, sl=True)
    createHub = cmds.radioButtonGrp('wheelHub', q=True, sl=True)

    # create a tire
    if (createTire == 1):
        # name
        nsTmp = "Tire" + str(rnd.randint(1000, 9999))
        cmds.select(clear=True)
        cmds.namespace(add=nsTmp)
        cmds.namespace(set=nsTmp)
        # query colour from UI
        rgb = cmds.colorSliderGrp('tireColour', q=True, rgbValue=True)
        # create cylinder for the base
        tire = cmds.polyCylinder(r=3.5, h=3.5, sx=36)
        # add a smaller sphere to round up the tire
        tmp = cmds.polySphere(r=3.35, sy=15, sx=36)
        cmds.scale(1.1, scaleY=True)
        # remove non intersecting parts
        tire = cmds.polyCBoolOp(tire, tmp, op=3, ch=False)
        # Add texture:
        # create cylinder as the base for texture at 1 side
        texture1 = cmds.polyCylinder(r=2.8, h=1.75, sx=36)
        # move it up
        cmds.move(1.75 / 2, moveY=True, a=True)
        # in range of subdivisions
        for i in range(35):
            #for all even numbers
            if (i % 2 == 0):
                cmds.select(texture1[0] + ".f[" + str(i) + "]")
                # local translate on Z and scale x
                cmds.polyExtrudeFacet(ltz=1, lsx=1.35)
        # duplicate texture 1 for the 2nd side
        texture2 = cmds.duplicate(texture1)
        cmds.select(texture2)
        cmds.move(-1.75 / 2, moveY=True, a=True)
        cmds.rotate(10, rotateY=True, a=True)
        # combine textures 1 and 2
        texture = cmds.polyCBoolOp(texture1, texture2, op=1, ch=False)
        # add a smaller sphere to round up the texture
        tmp = cmds.polySphere(r=3.7, sy=13, sx=36)
        # remove non intersecting parts
        texture = cmds.polyCBoolOp(texture, tmp, op=3, ch=False)
        cmds.polyMergeVertex(d=0.05, ch=False)
        # create another cylinder for the hole
        tmp = cmds.polyCylinder(r=2, h=3.5)
        # remove it
        tire = cmds.polyCBoolOp(tire, tmp, op=2, ch=False)
        tmp = cmds.polyCylinder(r=2, h=3.5)
        texture = cmds.polyCBoolOp(texture, tmp, op=2, ch=False)

        # add material
        myShader = cmds.shadingNode('lambert', asShader=True, name="blckMat")
        cmds.setAttr(nsTmp + ":blckMat.color",
                     rgb[0],
                     rgb[1],
                     rgb[2],
                     type='double3')
        cmds.polyUnite((nsTmp + ":*"), n=nsTmp, ch=False)
        cmds.rotate(90, rotateX=True, a=True)
        cmds.rotate(90, rotateY=True, a=True)
        cmds.move(3.466, moveY=True, a=True)

        cmds.delete(ch=True)

        cmds.hyperShade(assign=(nsTmp + ":blckMat"))
        cmds.namespace(removeNamespace=":" + nsTmp,
                       mergeNamespaceWithParent=True)

    # create a hub
    if (createHub == 1):
        # name
        nsTmp = "Hub" + str(rnd.randint(1000, 9999))
        cmds.select(clear=True)
        cmds.namespace(add=nsTmp)
        cmds.namespace(set=nsTmp)
        # query colour from UI
        rgb = cmds.colorSliderGrp('hubColour', q=True, rgbValue=True)

        # base
        hub = cmds.polyCylinder(r=2.1, h=2.8)
        # outline
        tmp = cmds.polyCylinder(r=1.6, h=2.8)
        hub = cmds.polyCBoolOp(hub, tmp, op=2, ch=False)
        # inner part of the hub
        hubIn = cmds.polyCylinder(r=1.6, h=1.8)
        # center
        hubCenter = cmds.polyCylinder(r=0.3, h=2.4)
        hubIn = cmds.polyCBoolOp(hubIn, hubCenter, op=2, ch=False)

        # decor parts
        d1 = cmds.polyCylinder(r=0.4, h=2.8)
        cmds.move(-0.85, moveX=True, a=True)
        cmds.move(-0.03, moveZ=True, a=True)
        hubIn = cmds.polyCBoolOp(hubIn, d1, op=1, ch=False)
        # subtract smaller cylinder inside
        d1c = cmds.polyCylinder(r=0.3, h=2.9)
        cmds.move(-0.85, moveX=True, a=True)
        cmds.move(-0.03, moveZ=True, a=True)
        hubIn = cmds.polyCBoolOp(hubIn, d1c, op=2, ch=False)

        d3 = cmds.polyCylinder(r=0.4, h=2.8)
        cmds.move(-0.422, moveX=True, a=True)
        cmds.move(0.648, moveZ=True, a=True)
        hubIn = cmds.polyCBoolOp(hubIn, d3, op=1, ch=False)
        # subtract smaller cylinder inside
        d3c = cmds.polyCylinder(r=0.3, h=2.9)
        cmds.move(-0.422, moveX=True, a=True)
        cmds.move(0.648, moveZ=True, a=True)
        hubIn = cmds.polyCBoolOp(hubIn, d3c, op=2, ch=False)

        d4 = cmds.polyCylinder(r=0.4, h=2.8)
        cmds.move(0.416, moveX=True, a=True)
        cmds.move(0.627, moveZ=True, a=True)
        hubIn = cmds.polyCBoolOp(hubIn, d4, op=1, ch=False)
        # subtract smaller cylinder inside
        d4c = cmds.polyCylinder(r=0.3, h=2.9)
        cmds.move(0.416, moveX=True, a=True)
        cmds.move(0.627, moveZ=True, a=True)
        hubIn = cmds.polyCBoolOp(hubIn, d4c, op=2, ch=False)

        d5 = cmds.polyCylinder(r=0.4, h=2.8)
        cmds.move(0.835, moveX=True, a=True)
        cmds.move(-0.049, moveZ=True, a=True)
        hubIn = cmds.polyCBoolOp(hubIn, d5, op=1, ch=False)
        # subtract smaller cylinder inside
        d5c = cmds.polyCylinder(r=0.3, h=2.9)
        cmds.move(0.835, moveX=True, a=True)
        cmds.move(-0.049, moveZ=True, a=True)
        hubIn = cmds.polyCBoolOp(hubIn, d5c, op=2, ch=False)

        d6 = cmds.polyCylinder(r=0.4, h=2.8)
        cmds.move(0.431, moveX=True, a=True)
        cmds.move(-0.692, moveZ=True, a=True)
        hubIn = cmds.polyCBoolOp(hubIn, d6, op=1, ch=False)
        # subtract smaller cylinder inside
        d6c = cmds.polyCylinder(r=0.3, h=2.9)
        cmds.move(0.431, moveX=True, a=True)
        cmds.move(-0.692, moveZ=True, a=True)
        hubIn = cmds.polyCBoolOp(hubIn, d6c, op=2, ch=False)

        d7 = cmds.polyCylinder(r=0.4, h=2.8)
        cmds.move(-0.384, moveX=True, a=True)
        cmds.move(-0.734, moveZ=True, a=True)
        hubIn = cmds.polyCBoolOp(hubIn, d7, op=1, ch=False)
        # subtract smaller cylinder inside
        d7c = cmds.polyCylinder(r=0.3, h=2.9)
        cmds.move(-0.384, moveX=True, a=True)
        cmds.move(-0.734, moveZ=True, a=True)
        hubIn = cmds.polyCBoolOp(hubIn, d7c, op=2, ch=False)

        # add material
        myShader = cmds.shadingNode('lambert', asShader=True, name="blckMat")
        cmds.setAttr(nsTmp + ":blckMat.color",
                     rgb[0],
                     rgb[1],
                     rgb[2],
                     type='double3')

        cmds.polyUnite((nsTmp + ":*"), n=nsTmp, ch=False)
        cmds.rotate(90, rotateX=True, a=True)
        cmds.rotate(90, rotateY=True, a=True)
        cmds.move(3.466, moveY=True, a=True)
        cmds.delete(ch=True)

        cmds.hyperShade(assign=(nsTmp + ":blckMat"))
        cmds.namespace(removeNamespace=":" + nsTmp,
                       mergeNamespaceWithParent=True)
def tyre():
    
    #get values from UI
    rgb = cmds.colorSliderGrp('wheelColour', query=True, rgbValue=True)
    
    #set up variables
    radius = 2.85
    widthHalf = 2.7
    
    ridgeShapeList = []
    
    innerCircle = cmds.polyPipe( h = widthHalf * 0.7, r = 2.65, t = 1.05 )
    outerCircle = cmds.polyPipe( h = widthHalf, r = 2.65, t = 0.85 )
    ridge1 = cmds.polyPipe( h = (widthHalf * 0.33)/2, r = 2.85, t = 0.80 )
    cmds.move( -0.567, moveY = True)
    ridge2 = cmds.polyPipe( h = widthHalf * 0.33, r = 2.85, t = 0.80 )
    cmds.move( -0.120, moveY = True)
    
    tire = cmds.polyCBoolOp( innerCircle, outerCircle, op = 1 )[0]
    tire = cmds.polyCBoolOp( tire, ridge1, op = 1 )[0]
    tire = cmds.polyCBoolOp( tire, ridge2, op = 1 )[0]
    
    ridgeShape = cmds.polyCube( w = 0.63, h = 0.2, d = 0.2)
    cmds.move( -0.05, moveY = True)
    ridgeShapeL = cmds.polyCube( w = 0.2, h = 0.33, d = 0.2, sy = 2)[0]
    cmds.select( ridgeShapeL+'.vtx[4]', ridgeShapeL+'.vtx[5]')
    cmds.move( -0.09, moveZ = True )
    ridgeShapeR = cmds.duplicate( ridgeShapeL )
    cmds.move( -((0.63/2) - 0.1), 0.33/2, 0, ridgeShapeL )
    cmds.move( (0.63/2) - 0.1, 0.33/2, 0, ridgeShapeR )
    
    ridgeShape = cmds.polyCBoolOp( ridgeShape, ridgeShapeL, op = 1 )[0]
    ridgeShape = cmds.polyCBoolOp( ridgeShape, ridgeShapeR, op = 1 )[0]
    
    cmds.move( 0, 0.343, radius - 0.14)
    
    cmds.move( 0, 0, 0, ridgeShape+".scalePivot", ridgeShape+".rotatePivot", absolute=True)
    
    ridgeShapeList.append( ridgeShape )
    
    for i in range( 0, 19):
        ridgeShape = cmds.duplicate( ridgeShape )[0]
        cmds.rotate( 0, 18, 0, ridgeShape, r = True )
        ridgeShapeList.append( ridgeShape )
    
    ridges = cmds.polyUnite( *ridgeShapeList ) 
    cmds.rotate( 9, rotateY = True ) 
    tireL = cmds.polyUnite( tire, ridges )[0]
    
    cmds.rotate( 90, tireL, rotateZ = True )
    cmds.move( ((widthHalf / 2)/2), tireL, moveX = True )  
    
    tireR = cmds.duplicate( tireL )[0]
    cmds.scale( -1, scaleY = True )
    cmds.move( -((widthHalf / 2)/2), tireL, moveX = True ) 
    
    tire = cmds.polyUnite( tireR, tireL )
    
    myShader = cmds.shadingNode( 'phong', asShader=True )
    cmds.setAttr( myShader+".color", rgb[0], rgb[1], rgb[2], type='double3')
    cmds.setAttr( myShader+".reflectivity", 0 )
    
    cmds.select( tire )
    cmds.hyperShade( assign = myShader )
    
    cmds.delete( ch = True )
def axel():
    axelHeight = 1
    axelWidth = 1
    axelLength = cmds.intSliderGrp('axelLength', q=True, v=True)
    rgb = cmds.colorSliderGrp('blockColour', q=True, rgbValue=True)
    
    axelRadius = 0.48 #0.18 base middle, then extrusions 0.15 each side, slightly smaller than
    
    axelSizeX = axelWidth * 0.8
    axelSizeY = axelHeight * 0.32
    axelSizeZ = axelLength * 0.8
    
  
    if(axelLength == 2):
        axel = cmds.polyCube(h = 0.18, w=axelSizeZ, d=0.18)
        
        cmds.move((axelRadius/2.0), moveY=True, a=True)
        axelName = cmds.ls(axel)[0]
        
        cmds.select(axelName+".f[0]")
        cmds.select(axelName+".f[1]", add=True)
        cmds.select(axelName+".f[2]", add=True)
        cmds.select(axelName+".f[3]", add=True)
            
        cmds.polyExtrudeFacet(lt=(0,0,0.15), kft=False)
        cmds.select(axel)
        cmds.polyBevel(sg=2, oaf=True, fn=True)
        cmds.rotate(90, rotateY=True)
        
        #booleans for grooves
        groove1 = cmds.polyPipe(r=0.25, h=0.25,thickness=0.06)
        groove2 = cmds.polyPipe(r=0.25, h=0.25,thickness=0.06)
        cmds.select(groove1)
        cmds.select(groove2,add=True)
        cmds.rotate(90,rotateX=True)
        cmds.move((axelRadius/2.0), moveY=True)
        
        cmds.select(groove1)
        cmds.move(((axelSizeZ/2.0)-0.3), moveZ=True, r=True)
        cmds.select(groove2)
        cmds.move(((-axelSizeZ/2.0)+0.3), moveZ=True, r=True)
        
        cmds.select(axel)
        cmds.select(groove1, add=True)
        cmds.select(groove2, add=True)
        
        axel = cmds.polyCBoolOp(op=2, ch=True, n="Axel" + str(rnd.randint(1000,9999)))
        
        
    if(axelLength > 2):
        axel = cmds.polyCube(h = 0.19, w=axelSizeZ, d=0.19, n="Axel" + str(rnd.randint(1000,9999)))
        
        cmds.move((axelSizeY/2.0), moveY=True, a=True)
       
        
        axelName = cmds.ls(axel)[0]
        
        cmds.select(axelName+".f[0]")
        cmds.select(axelName+".f[1]", add=True)
        cmds.select(axelName+".f[2]", add=True)
        cmds.select(axelName+".f[3]", add=True)
            
        cmds.polyExtrudeFacet(lt=(0,0,0.15), kft=False)
        cmds.select(axel)
        cmds.polyBevel(sg=2, oaf=True, fn=True)
        cmds.rotate(90, rotateY=True)
        
    applyMaterial(axel, rgb)
    cmds.delete(ch=True)
def hub(wheelRadius):
    hubRadius = wheelRadius - 1
    hubWidth = 3 * 0.8
    hubThickness = 0
    
    rgb = cmds.colorSliderGrp('hubColor', q=True, rgbValue=True)    
    
    
    outerHub = cmds.polyCylinder(r=hubRadius, h=hubWidth)
    cmds.move((wheelRadius), moveY=True, a=True)
    cmds.rotate(90, rotateX=True)
    
    
    innerHubL = cmds.polyCylinder(r=hubRadius-0.3, h=0.6)
    cmds.move((wheelRadius), moveY=True, a=True)
    cmds.rotate(90, rotateX=True)
    cmds.move(1.2,moveZ=True, r=True)
    
    innerHubR = cmds.polyCylinder(r=hubRadius-0.3, h=0.6)
    cmds.move((wheelRadius), moveY=True, a=True)
    cmds.rotate(90, rotateX=True)
    cmds.move(-1.2,moveZ=True, r=True)
    
    cmds.select(outerHub)
    cmds.select(innerHubL, add=True)
    cmds.select(innerHubR, add=True)
    hub = cmds.polyCBoolOp(op=2, ch=False)
    cmds.select(clear=True)
    
    pairs = []
    holeArray = []
    hubHoleArray =[]
    #outer, larger radius, slight indent
    for i in range(-1,2,2):
        hole = cmds.polyCylinder(r=0.3, h=0.2, sz=1)
        cmds.rotate(90, rotateX=True)
        cmds.move((i*0.8), moveX=True, a=True)
        cmds.move(-0.9,moveZ=True)
        pairs.append(hole)
        
        hole = cmds.polyCylinder(r=0.3, h=0.2, sz=1)
        cmds.rotate(90, rotateX=True)
        cmds.move((i*0.8), moveX=True, a=True)
        cmds.move(0.9,moveZ=True)
        pairs.append(hole)
        
    for pair in pairs:
        cmds.select(pair, add=True)
    pair1 = cmds.polyUnite(ch=False)
    
    cmds.select(pair1)
    pair2 = cmds.duplicate()
    cmds.rotate(60,rotateZ=True)
    
    cmds.select(pair1)
    pair3 = cmds.duplicate()
    cmds.rotate(120,rotateZ=True)
        
    cmds.select(pair1)
    cmds.select(pair2,add=True)
    cmds.select(pair3,add=True)
    
    hubIndents = cmds.polyUnite(ch=False)
    cmds.move(wheelRadius, moveY=True)
   
    cmds.select(hub)
    cmds.select(hubIndents, add=True)
    indentedHub = cmds.polyCBoolOp(op=2)
    holePairs = []
   
    for i in range(-1,2,2):
        hole = cmds.polyCylinder(r=0.25, h=3, sz=1)
        cmds.rotate(90, rotateX=True)
        cmds.move(0,moveZ=True)
        cmds.move((i*0.8), moveX=True, a=True)
        holePairs.append(hole)
    
    cmds.select(clear=True)
    for pair in holePairs:
        cmds.select(pair, add=True)
    holePair1 = cmds.polyUnite(ch=False)
    
    cmds.select(holePair1)
    holePair2 = cmds.duplicate()
    cmds.rotate(60,rotateZ=True)
    
    cmds.select(holePair1)
    holePair3 = cmds.duplicate()
    cmds.rotate(120,rotateZ=True)
        
    cmds.select(holePair1)
    cmds.select(holePair2,add=True)
    cmds.select(holePair3,add=True)
    
    hubIndents = cmds.polyUnite(ch=False)
    cmds.move(wheelRadius, moveY=True)
   
    cmds.select(indentedHub)
    cmds.select(hubIndents, add=True)
    holedHub = cmds.polyCBoolOp(op=2)
    
    
    cyl = cmds.polyCylinder(r=0.3, h=2.2)
    cmds.move(0,moveZ=True)
    cmds.move((wheelRadius), moveY=True, a=True)
    cmds.rotate(90,rotateX=True)
    
    cmds.select(cyl)
    cmds.select(holedHub, add=True)
    hub = cmds.polyCBoolOp(op=1)
    
    
    axelHole = cmds.polyCube(h = 0.19, w=2.5, d=0.19)
    
    cmds.move(wheelRadius, moveY=True, a=True)
   
    
    holeName = cmds.ls(axelHole)[0]
    
    cmds.select(holeName+".f[0]")
    cmds.select(holeName+".f[1]", add=True)
    cmds.select(holeName+".f[2]", add=True)
    cmds.select(holeName+".f[3]", add=True)
        
    cmds.polyExtrudeFacet(lt=(0,0,0.15), kft=False)
    cmds.select(axelHole)
    cmds.polyBevel(sg=2, oaf=True, fn=True)
    cmds.rotate(90, rotateY=True)
    cmds.select(hub)
    cmds.select(axelHole,add=True)
    finalHub = cmds.polyCBoolOp(op=2, n="Hub" + str(rnd.randint(1000,9999)))
    
    
    applyMaterial(finalHub, rgb)
    cmds.delete(ch=True)
Example #35
0
def roundedBlockWithHolesAngle():
    # set up block dimensions
    height = 3
    width = 1  #bump
    bendAngle = cmds.radioButtonGrp('roundedBlockWithHolesBendAngle',
                                    q=True,
                                    sl=True)
    if (bendAngle == 1):
        length = cmds.intSliderGrp('roundedBlockWithHolesAngleLength',
                                   q=True,
                                   v=True)
        bendLength = cmds.intSliderGrp('roundedBlockWithHolesAngleBendLength',
                                       q=True,
                                       v=True)
    if (bendAngle == 2):
        length = 4
        bendLength = 3
    rgb = cmds.colorSliderGrp('roundedBlockWithHolesAngleColour',
                              q=True,
                              rgbValue=True)

    # name
    nsTmp = "RoundedBlockWithHolesAngle" + str(rnd.randint(1000, 9999))

    cmds.select(clear=True)
    cmds.namespace(add=nsTmp)
    cmds.namespace(set=nsTmp)

    # define cubes size
    cubeSizeX = width * 0.8
    cubeSizeZ = length * 0.8
    cubeSizeY = height * 0.32
    bendSizeZ = bendLength * 0.8

    # create a cube
    cube = cmds.polyCube(h=cubeSizeY, w=cubeSizeX, d=cubeSizeZ)

    # move it up
    cmds.move((cubeSizeY / 2.0), moveY=True)

    # create holes
    for i in range(width):
        for j in range(length):
            # create cylinder in the place of a hole
            hole = cmds.polyCylinder(r=0.25, h=height / 2.0)

            # rotate and position it
            cmds.rotate(90, rotateX=True, a=True)
            cmds.rotate(90, rotateY=True, a=True)

            cmds.move((cubeSizeY / 2.0), moveY=True, a=True)
            cmds.move(((i * 0.8) - (cubeSizeX / 2.0) + 0.4),
                      moveX=True,
                      a=True)
            cmds.move(((j * 0.8) - (cubeSizeZ / 2.0)), moveZ=True, a=True)

            # remove it from the base block
            cube = cmds.polyCBoolOp(cube, hole, op=2, caching=False, ch=False)

    # add cylinders to round corners
    # right side
    rCylind = cmds.polyCylinder(r=cubeSizeY * 0.5, h=cubeSizeX)
    cmds.rotate(90, rotateX=True, a=True)
    cmds.rotate(90, rotateY=True, a=True)
    cmds.move((cubeSizeX / 2.0 + 0.079), moveY=True, a=True)
    cmds.move((-cubeSizeZ * 0.5), moveZ=True, a=True)
    # merge right cylinder with cube
    cube = cmds.polyCBoolOp(cube, rCylind, op=1, caching=False, ch=False)
    # add a hole
    rHole = cmds.polyCylinder(r=0.25, h=height / 2.0)
    cmds.rotate(90, rotateX=True, a=True)
    cmds.rotate(90, rotateY=True, a=True)
    cmds.move((cubeSizeY / 2.0), moveY=True, a=True)
    cmds.move(((0 * 0.8) - (cubeSizeX / 2.0) + 0.4), moveX=True, a=True)
    cmds.move(((0 * 0.8) - (cubeSizeZ / 2.0)), moveZ=True, a=True)
    cube = cmds.polyCBoolOp(cube, rHole, op=2, caching=False, ch=False)

    # left side
    lCylind = cmds.polyCylinder(r=cubeSizeY * 0.5, h=cubeSizeX)
    cmds.rotate(90, rotateX=True, a=True)
    cmds.rotate(90, rotateY=True, a=True)
    cmds.move((cubeSizeX / 2.0 + 0.079), moveY=True, a=True)
    cmds.move((cubeSizeZ * 0.5), moveZ=True, a=True)
    # merge left cylinder with cube
    cube = cmds.polyCBoolOp(cube, lCylind, op=1, caching=False, ch=False)
    # create a hole
    lHole = cmds.polyCylinder(r=0.25, h=height / 2.0)
    cmds.rotate(90, rotateX=True, a=True)
    cmds.rotate(90, rotateY=True, a=True)
    cmds.move((cubeSizeY / 2.0), moveY=True, a=True)
    cmds.move(((width * 0.8) - cubeSizeX), moveX=True, a=True)
    cmds.move(((length * 0.8) - (cubeSizeZ / 2.0)), moveZ=True, a=True)
    cube = cmds.polyCBoolOp(cube, lHole, op=2, caching=False, ch=False)

    # create a second cube for bend
    if (bendAngle == 1):  # at 90 degrees
        cubeBend = cmds.polyCube(h=cubeSizeY, w=cubeSizeX, d=bendSizeZ)
        cmds.rotate(90, rotateX=True, a=True)

        # move it up
        cmds.move((bendSizeZ / 2.0), moveY=True)

        # add cylinder to its end
        endCylind = cmds.polyCylinder(r=cubeSizeY * 0.5, h=cubeSizeX)
        cmds.rotate(90, rotateX=True, a=True)
        cmds.rotate(90, rotateY=True, a=True)
        cmds.move((bendSizeZ), moveY=True, a=True)

        # merge cube with cylinder
        cubeBend = cmds.polyCBoolOp(cubeBend,
                                    endCylind,
                                    op=1,
                                    caching=False,
                                    ch=False)

        # move bended cube to cube's end
        cmds.move((-cubeSizeZ / 2), moveZ=True, a=True)

        # move it up a bit
        cmds.move(0.5, moveY=True)

        # add holes to bended part
        # create holes
        for i in range(width):
            for j in range(bendLength):
                # create cylinder in the place of a hole
                bHole = cmds.polyCylinder(r=0.25, h=height / 2.0)
                # rotate and position it
                cmds.rotate(90, rotateX=True, a=True)
                cmds.rotate(90, rotateY=True, a=True)
                cmds.move((cubeSizeY / 2.0), moveY=True, a=True)
                cmds.move(((0 * 0.8) - (cubeSizeZ / 2.0)), moveZ=True, a=True)
                cmds.move(((0 * 0.8) - (cubeSizeX / 2.0) + 0.4),
                          moveX=True,
                          a=True)
                cmds.move(((j * 0.8) + (cubeSizeY / 2.0)), moveY=True, a=True)
                # remove it from the base block
                cubeBend = cmds.polyCBoolOp(cubeBend,
                                            bHole,
                                            op=2,
                                            caching=False,
                                            ch=False)

        # create the last hole
        endHole = cmds.polyCylinder(r=0.25, h=height / 2.0)
        # rotate and position it
        cmds.rotate(90, rotateX=True, a=True)
        cmds.rotate(90, rotateY=True, a=True)
        cmds.move((cubeSizeY / 2.0), moveY=True, a=True)
        cmds.move(((0 * 0.8) - (cubeSizeZ / 2.0)), moveZ=True, a=True)
        cmds.move((((bendLength) * 0.8) + (cubeSizeY / 2.0)),
                  moveY=True,
                  a=True)
        # remove it from end cylinder
        cubeBend = cmds.polyCBoolOp(cubeBend,
                                    endHole,
                                    op=2,
                                    caching=False,
                                    ch=False)

    if (bendAngle == 2):  # bend at 60 degrees
        # create a cube for bend
        cubeBend = cmds.polyCube(h=cubeSizeY, w=cubeSizeX, d=bendSizeZ)
        # move & rotate
        cmds.move((cubeSizeY), moveY=True)
        cmds.rotate(60, rotateX=True, a=True)
        cmds.move((0 - (cubeSizeZ / 2.0) + 1.04), moveZ=True, a=True)

        # add cylinder to its end
        endCylind = cmds.polyCylinder(r=cubeSizeY * 0.5 + 0.01, h=cubeSizeX)
        cmds.rotate(90, rotateX=True, a=True)
        cmds.rotate(90, rotateY=True, a=True)
        cmds.move((bendSizeZ - 0.4), moveY=True, a=True)
        cmds.move((-bendSizeZ / 2 + 0.04), moveZ=True, a=True)

        # merge cube with cylinder
        cubeBend = cmds.polyCBoolOp(cubeBend,
                                    endCylind,
                                    op=1,
                                    caching=False,
                                    ch=False)

        # move bended cube to cube's end
        cmds.move((-cubeSizeZ / 2), moveZ=True, a=True)

        # move it up a bit
        cmds.move(0.5, moveY=True)

        # add holes to bended part
        # create holes
        # HOLE ONE (from bottom)
        hole1 = cmds.polyCylinder(r=0.25, h=height / 2.0)
        # rotate and position it
        cmds.rotate(90, rotateX=True, a=True)
        cmds.rotate(90, rotateY=True, a=True)
        cmds.move(cubeSizeY / 2, moveY=True, a=True)
        cmds.move(-cubeSizeZ / 2.0, moveZ=True, a=True)
        cmds.move(((0 * 0.8) - (cubeSizeX * 0.5) + 0.4), moveX=True, a=True)
        # remove it from the base block
        cubeBend = cmds.polyCBoolOp(cubeBend,
                                    hole1,
                                    op=2,
                                    caching=False,
                                    ch=False)

        # HOLE TWO
        hole2 = cmds.polyCylinder(r=0.25, h=height / 2.0)
        # rotate and position it
        cmds.rotate(90, rotateX=True, a=True)
        cmds.rotate(90, rotateY=True, a=True)
        cmds.move(1.129, moveY=True, a=True)
        cmds.move(-1.994, moveZ=True, a=True)
        # remove it from the base block
        cubeBend = cmds.polyCBoolOp(cubeBend,
                                    hole2,
                                    op=2,
                                    caching=False,
                                    ch=False)

        # HOLE THREE
        hole3 = cmds.polyCylinder(r=0.25, h=height / 2.0)
        # rotate and position it
        cmds.rotate(90, rotateX=True, a=True)
        cmds.rotate(90, rotateY=True, a=True)
        cmds.move(1.834, moveY=True, a=True)
        cmds.move(-2.363, moveZ=True, a=True)
        # remove it from the base block
        cubeBend = cmds.polyCBoolOp(cubeBend,
                                    hole3,
                                    op=2,
                                    caching=False,
                                    ch=False)

        # HOLE FOUR
        endHole = cmds.polyCylinder(r=0.25, h=height / 2.0)
        # rotate and position it
        cmds.rotate(90, rotateX=True, a=True)
        cmds.rotate(90, rotateY=True, a=True)
        cmds.move(-2.741, moveZ=True, a=True)
        cmds.move(2.49, moveY=True, a=True)
        # remove it from end cylinder
        cubeBend = cmds.polyCBoolOp(cubeBend,
                                    endHole,
                                    op=2,
                                    caching=False,
                                    ch=False)

    # add material
    myShader = cmds.shadingNode('lambert', asShader=True, name="blckMat")
    cmds.setAttr(nsTmp + ":blckMat.color",
                 rgb[0],
                 rgb[1],
                 rgb[2],
                 type='double3')

    cmds.polyUnite((nsTmp + ":*"), n=nsTmp, ch=False)
    cmds.delete(ch=True)

    cmds.hyperShade(assign=(nsTmp + ":blckMat"))
    cmds.namespace(removeNamespace=":" + nsTmp, mergeNamespaceWithParent=True)
def createHoles(block, blockDepth, blockSizeX, blockSizeY, blockSizeZ, axelHoles, holeOffset, holeOffsetZ):
    beam = block
    
    #Holes are offset on reg blocks (in between bumps)
    if(holeOffset == True):
        holeArray = []
        for i in range(blockDepth-1):
            #outer, larger radius, slight indent
            hole = cmds.polyCylinder(r=0.3, h=0.1, sz=1)
            cmds.rotate(90, rotateX=True)
            cmds.rotate(90, rotateY=True)
            cmds.move(((blockSizeY/2.0) + 0.1), moveY=True, a=True)
            cmds.move(((i * 0.8) - (blockSizeZ/2.0)+ holeOffsetZ), moveZ=True, a=True)
            cmds.move((blockSizeX/2.0), moveX = True, a = True)
            holeArray.append(hole)
            
            #same as above, other side of block
            hole = cmds.polyCylinder(r=0.3, h=0.1, sz=1)
            cmds.rotate(90, rotateX=True)
            cmds.rotate(90, rotateY=True)
            cmds.move(((blockSizeY/2.0) +0.1), moveY=True, a=True)
            cmds.move(((i * 0.8) - (blockSizeZ/2.0)+ holeOffsetZ), moveZ=True, a=True)
            cmds.move((-1*(blockSizeX/2.0)), moveX = True, a = True)
            holeArray.append(hole)
            
            
            #smaller radius, full way through block
            hole = cmds.polyCylinder(r=0.25, h=blockSizeX, sz=1)
            cmds.rotate(90, rotateX=True)
            cmds.rotate(90, rotateY=True)
        
            cmds.move(((blockSizeY/2.0) + 0.1), moveY=True, a=True)
            cmds.move(((i * 0.8) - (blockSizeZ/2.0) + holeOffsetZ), moveZ=True, a=True)
            holeArray.append(hole)
                
        cmds.select(beam)
        for hole in holeArray:
            cmds.select(hole, add=True)
        
        finalBlock = cmds.polyCBoolOp(op=2)
        
    #Holes on rounded beams are not offset, are flush with rounded ends
    else:
        #if no axel holes
        if(axelHoles == 0):
            start = 0
            end = 1
        if(axelHoles ==1):
            start = 1
            end = 1
        if(axelHoles ==2):
            start = 1
            end = 0
            
        holeArray = []
        for i in range(start, blockDepth+end):
            #outer, larger radius, slight indent
            hole = cmds.polyCylinder(r=0.3, h=0.1, sz=1)
            cmds.rotate(90, rotateX=True)
            cmds.rotate(90, rotateY=True)
            cmds.move((blockSizeY/2.0), moveY=True, a=True)
            cmds.move(((i * 0.8) - (blockSizeZ/2.0)+ holeOffsetZ), moveZ=True, a=True)
            cmds.move((blockSizeX/2.0), moveX = True, a = True)
            holeArray.append(hole)
            
            #same as above, other side of block
            hole = cmds.polyCylinder(r=0.3, h=0.1, sz=1)
            cmds.rotate(90, rotateX=True)
            cmds.rotate(90, rotateY=True)
            cmds.move((blockSizeY/2.0), moveY=True, a=True)
            cmds.move(((i * 0.8) - (blockSizeZ/2.0)+ holeOffsetZ), moveZ=True, a=True)
            cmds.move((-1*(blockSizeX/2.0)), moveX = True, a = True)
            holeArray.append(hole)
            
            #smaller radius, full way through block
            hole = cmds.polyCylinder(r=0.25, h=blockSizeX, sz=1)
            cmds.rotate(90, rotateX=True)
            cmds.rotate(90, rotateY=True)
            cmds.move((blockSizeY/2.0), moveY=True, a=True)
            cmds.move(((i * 0.8) - (blockSizeZ/2.0)+ holeOffsetZ), moveZ=True, a=True)
            holeArray.append(hole)
            
            
        if(axelHoles == 1):
            cmds.select(clear=True)
            #each part of axel shape - 0.19
            #each oart comes out 0.15 
            #total axle diameter = 0.48, axle hole diam = 0.49
            hole = cmds.polyCube(h = 0.19, w=2, d=0.19)
            
            cmds.move((blockSizeY/2.0), moveY=True, a=True)
            
            cmds.move((((-blockSizeZ)/2.0)+ holeOffsetZ), moveZ=True, a=True)
            holeName = cmds.ls(hole)[0]
            
            cmds.select(holeName+".f[0]")
            cmds.select(holeName+".f[1]", add=True)
            cmds.select(holeName+".f[2]", add=True)
            cmds.select(holeName+".f[3]", add=True)
                
            cmds.polyExtrudeFacet(lt=(0,0,0.15), kft=False)
            cmds.select(hole)
            cmds.polyBevel(sg=2, oaf=True, fn=True)
            holeArray.append(hole)
            
        if(axelHoles == 2):
            cmds.select(clear=True)
           
            hole = cmds.polyCube(h = 0.19, w=2, d=0.19)
            
            cmds.move((blockSizeY/2.0), moveY=True, a=True)
            
            cmds.move((((-blockSizeZ)/2.0)+ holeOffsetZ), moveZ=True, a=True)
            holeName = cmds.ls(hole)[0]
            
            cmds.select(holeName+".f[0]")
            cmds.select(holeName+".f[1]", add=True)
            cmds.select(holeName+".f[2]", add=True)
            cmds.select(holeName+".f[3]", add=True)
                
            cmds.polyExtrudeFacet(lt=(0,0,0.15), kft=False)
            cmds.select(hole)
            cmds.polyBevel(sg=2, oaf=True, fn=True)
            holeArray.append(hole)
            cmds.select(clear=True)
           
            hole = cmds.polyCube(h = 0.19, w=2, d=0.19)
            
            cmds.move((blockSizeY/2.0), moveY=True, a=True)
            
            cmds.move((((blockSizeZ)/2.0)- holeOffsetZ), moveZ=True, a=True)
            holeName = cmds.ls(hole)[0]
            
            cmds.select(holeName+".f[0]")
            cmds.select(holeName+".f[1]", add=True)
            cmds.select(holeName+".f[2]", add=True)
            cmds.select(holeName+".f[3]", add=True)
                
            cmds.polyExtrudeFacet(lt=(0,0,0.15), kft=False)
            cmds.select(hole)
            cmds.polyBevel(sg=2, oaf=True, fn=True)
            holeArray.append(hole)
            
             
        cmds.select(beam)
        for hole in holeArray:
            cmds.select(hole, add=True)
            
        #punch holes through rounded block 
        finalBlock = cmds.polyCBoolOp(op=2, ch=False, n="Block" + str(rnd.randint(1000,9999)))
        
    return finalBlock
def brick():
    
    #get values from UI
    brickLength = cmds.intSliderGrp( 'brickLength', query = True, value = True)
    brickWidth = cmds.intSliderGrp( 'brickWidth', query = True, value = True)
    brickHeight = cmds.intSliderGrp('brickHeight', query = True, value = True)
    flatBrick = cmds.checkBox('flatBrickCheck', query = True, value = True)
    brickStuds = cmds.radioButtonGrp( 'brickStudOptions', query = True, select = True)
    brickHoles = cmds.radioButtonGrp( 'brickHoleOptions', query = True, select = True)
    rgb = cmds.colorSliderGrp('brickColour', query=True, rgbValue=True)
    transparent = cmds.checkBox('makeTransparent', query = True, value = True)
    
    #set up variables
    brickList = []
    studList = []
    
    if brickHoles == 1:
        holeOffset = 0.8
        holeNum = brickWidth - 1
    else:
        holeOffset = 0.4
        holeNum = brickWidth
    
    brickSizeX = brickWidth * 0.8
    brickSizeZ = brickLength * 0.8
    if( flatBrick == True ):
        brickSizeY =  0.32
    elif( flatBrick == False ):    
        brickSizeY = 0.96
    
    #create brick 
    for h in range ( brickHeight ):
        brick = cmds.polyCube( h = brickSizeY, w = brickSizeX, d = brickSizeZ )
        cmds.move( ( brickSizeY / 2 ), brick, moveY = True )
        
        if( brickHoles == 1 or brickHoles == 2 ):
            brick = createBlockHoles( brickSizeX, brickSizeY, brick, holeNum, holeOffset )
                
        cmds.makeIdentity(apply=True, t=1, r=1, s=1, n=0)
        cmds.move( ( brickSizeY * h ), brick, moveY = True, a = True )
        brickList.append( brick )
        
    if( len( brickList ) > 1 ):
        brick = cmds.polyUnite( *brickList )
    else:
        brick = brickList[0]
    
    if( brickStuds == 1 or brickStuds == 2 ):
        for l in range ( brickLength ):
            for w in range( brickWidth ):
                stud = cmds.polyCylinder( h = 0.18, r = 0.24 )
                
                if( brickStuds == 1 ):
                   studCut = cmds.polyCylinder( h = 0.18, r = 0.15 ) 
                   stud = cmds.polyCBoolOp( stud, studCut, op = 2 )
                
                cmds.move(((w * 0.8) - (brickSizeX/2.0) + 0.4 ), moveX = True, a = True)
                cmds.move((brickSizeY * brickHeight) + (0.18/2), moveY = True, a = True)
                cmds.move(((l * 0.8) - (brickSizeZ/2.0) + 0.4), moveZ = True, a = True)
                studList.append( stud )
    
        studs =  cmds.polyUnite( *studList )
        brick = cmds.polyUnite( studs, brick )
        
    myShader = cmds.shadingNode( 'phong', asShader=True )
    cmds.setAttr( myShader+".color", rgb[0], rgb[1], rgb[2], type='double3')
    cmds.setAttr( myShader+".reflectivity", 0 )
    
    if( transparent == True ):
       cmds.setAttr( myShader+".transparency", 0.5, 0.5, 0.5, type = 'double3' ) 
    
    cmds.select( brick )
    cmds.hyperShade( assign = myShader )
    
    cmds.delete( ch = True )
Example #38
0
def defaultBooleanPush(*args):
    cmds.polyCBoolOp(op=1, n='result')
    print 'boolean action'
Example #39
0
def roundedBlockWithHoles():
    # set up block dimensions
    height = 3
    width = 1  #bump
    length = cmds.intSliderGrp('roundedBlockWithHolesLength', q=True, v=True)
    rgb = cmds.colorSliderGrp('roundedBlockWithHolesColour',
                              q=True,
                              rgbValue=True)

    # name
    nsTmp = "RoundedBlockWithHoles" + str(rnd.randint(1000, 9999))

    cmds.select(clear=True)
    cmds.namespace(add=nsTmp)
    cmds.namespace(set=nsTmp)

    # define cube's size
    cubeSizeX = width * 0.8
    cubeSizeZ = length * 0.8
    cubeSizeY = height * 0.32

    # create a cube
    cube = cmds.polyCube(h=cubeSizeY, w=cubeSizeX, d=cubeSizeZ)

    # move it up
    cmds.move((cubeSizeY / 2.0), moveY=True)

    # create holes
    for i in range(width):
        for j in range(length):
            # create cylinder in the place of a hole
            hole = cmds.polyCylinder(r=0.25, h=height / 2.0)

            # rotate and position it
            cmds.rotate(90, rotateX=True, a=True)
            cmds.rotate(90, rotateY=True, a=True)

            cmds.move((cubeSizeY / 2.0), moveY=True, a=True)
            cmds.move(((i * 0.8) - (cubeSizeX / 2.0) + 0.4),
                      moveX=True,
                      a=True)
            cmds.move(((j * 0.8) - (cubeSizeZ / 2.0)), moveZ=True, a=True)

            # remove it from the base block
            cube = cmds.polyCBoolOp(cube, hole, op=2, caching=False, ch=False)

    # add cylinders to round corners
    # right side
    rCylind = cmds.polyCylinder(r=cubeSizeY * 0.5, h=cubeSizeX)
    cmds.rotate(90, rotateX=True, a=True)
    cmds.rotate(90, rotateY=True, a=True)
    cmds.move((cubeSizeX / 2.0 + 0.079), moveY=True, a=True)
    cmds.move((-cubeSizeZ * 0.5), moveZ=True, a=True)
    # create a hole in it
    rHole = cmds.polyCylinder(r=0.25, h=height / 2.0)
    cmds.rotate(90, rotateX=True, a=True)
    cmds.rotate(90, rotateY=True, a=True)
    cmds.move((cubeSizeY / 2.0), moveY=True, a=True)
    cmds.move(((0 * 0.8) - (cubeSizeX / 2.0) + 0.4), moveX=True, a=True)
    cmds.move(((0 * 0.8) - (cubeSizeZ / 2.0)), moveZ=True, a=True)
    rCylind = cmds.polyCBoolOp(rCylind, rHole, op=2, caching=False, ch=False)

    # left side
    lCylind = cmds.polyCylinder(r=cubeSizeY * 0.5, h=cubeSizeX)
    cmds.rotate(90, rotateX=True, a=True)
    cmds.rotate(90, rotateY=True, a=True)
    cmds.move((cubeSizeX / 2.0 + 0.079), moveY=True, a=True)
    cmds.move((cubeSizeZ * 0.5), moveZ=True, a=True)
    # create a hole in it
    lHole = cmds.polyCylinder(r=0.25, h=height / 2.0)
    cmds.rotate(90, rotateX=True, a=True)
    cmds.rotate(90, rotateY=True, a=True)
    cmds.move((cubeSizeY / 2.0), moveY=True, a=True)
    cmds.move(((width * 0.8) - cubeSizeX), moveX=True, a=True)
    cmds.move(((length * 0.8) - (cubeSizeZ / 2.0)), moveZ=True, a=True)
    lCylind = cmds.polyCBoolOp(lCylind, lHole, op=2, caching=False, ch=False)

    # subtract a cylinder from left side of the cube
    lCubeHole = cmds.polyCylinder(r=0.25, h=height / 2.0)
    cmds.rotate(90, rotateX=True, a=True)
    cmds.rotate(90, rotateY=True, a=True)
    cmds.move((cubeSizeY / 2.0), moveY=True, a=True)
    cmds.move(((width * 0.8) - cubeSizeX), moveX=True, a=True)
    cmds.move(((length * 0.8) - (cubeSizeZ / 2.0)), moveZ=True, a=True)
    cube = cmds.polyCBoolOp(cube, lCubeHole, op=2, caching=False, ch=False)

    # add material
    myShader = cmds.shadingNode('lambert', asShader=True, name="blckMat")
    cmds.setAttr(nsTmp + ":blckMat.color",
                 rgb[0],
                 rgb[1],
                 rgb[2],
                 type='double3')

    cmds.polyUnite((nsTmp + ":*"), n=nsTmp, ch=False)
    cmds.delete(ch=True)

    cmds.hyperShade(assign=(nsTmp + ":blckMat"))
    cmds.namespace(removeNamespace=":" + nsTmp, mergeNamespaceWithParent=True)