Exemple #1
0
        protected MObject createMesh(MTime time, ref MObject outData)
        {
            int              numVertices, frame;
            float            cubeSize;
            MFloatPointArray points = new MFloatPointArray();
            MFnMesh          meshFS = new MFnMesh();

            // Scale the cube on the frame number, wrap every 10 frames.
            frame = (int)time.asUnits(MTime.Unit.kFilm);
            if (frame == 0)
            {
                frame = 1;
            }
            cubeSize = 0.5f * (float)(frame % 10);

            const int numFaces = 6;

            numVertices = 8;

            MFloatPoint vtx_1 = new MFloatPoint(-cubeSize, -cubeSize, -cubeSize);
            MFloatPoint vtx_2 = new MFloatPoint(cubeSize, -cubeSize, -cubeSize);
            MFloatPoint vtx_3 = new MFloatPoint(cubeSize, -cubeSize, cubeSize);
            MFloatPoint vtx_4 = new MFloatPoint(-cubeSize, -cubeSize, cubeSize);
            MFloatPoint vtx_5 = new MFloatPoint(-cubeSize, cubeSize, -cubeSize);
            MFloatPoint vtx_6 = new MFloatPoint(-cubeSize, cubeSize, cubeSize);
            MFloatPoint vtx_7 = new MFloatPoint(cubeSize, cubeSize, cubeSize);
            MFloatPoint vtx_8 = new MFloatPoint(cubeSize, cubeSize, -cubeSize);

            points.append(vtx_1);
            points.append(vtx_2);
            points.append(vtx_3);
            points.append(vtx_4);
            points.append(vtx_5);
            points.append(vtx_6);
            points.append(vtx_7);
            points.append(vtx_8);


            // Set up an array containing the number of vertices
            // for each of the 6 cube faces (4 verticies per face)
            //
            int[]     face_counts = { 4, 4, 4, 4, 4, 4 };
            MIntArray faceCounts  = new MIntArray(face_counts);

            // Set up and array to assign vertices from points to each face
            //
            int[]     face_connects = { 0, 1, 2, 3,
                                        4,     5, 6, 7,
                                        3,     2, 6, 5,
                                        0,     3, 5, 4,
                                        0,     4, 7, 1,
                                        1,     7, 6, 2 };
            MIntArray faceConnects = new MIntArray(face_connects);

            MObject newMesh = meshFS.create(numVertices, numFaces, points, faceCounts, faceConnects, outData);

            return(newMesh);
        }
Exemple #2
0
        public MObject ConvertMeshMaya(TriMesh triMesh)
        {
            MFnMesh meshMaya = new MFnMesh();

            int verticeNum          = triMesh.Vertices.Count;
            MFloatPointArray points = new MFloatPointArray();

            for (int i = 0; i < verticeNum; i++)
            {
                float x = (float)triMesh.Vertices[i].Traits.Position.x;
                float y = (float)triMesh.Vertices[i].Traits.Position.y;
                float z = (float)triMesh.Vertices[i].Traits.Position.z;

                MFloatPoint vertex = new MFloatPoint(x, y, z);
                points.append(vertex);
            }


            int faceNum = triMesh.Faces.Count;

            int[] face_Counts = new int[faceNum];
            for (int i = 0; i < faceNum; i++)
            {
                face_Counts[i] = 3;
            }
            MIntArray faceCounts = new MIntArray(face_Counts);


            int[] faceTopology = new int[faceNum * 3];

            for (int j = 0; j < faceNum; j++)
            {
                int index = j * 3;
                faceTopology[index] = triMesh.Faces[j].GetVertex(0).Index;

                faceTopology[index + 1] = triMesh.Faces[j].GetVertex(1).Index;

                faceTopology[index + 2] = triMesh.Faces[j].GetVertex(2).Index;
            }

            MIntArray faceConnects = new MIntArray(faceTopology);

            MObject mesh = meshMaya.create(verticeNum, faceNum, points, faceCounts, faceConnects);

            return(mesh);
        }
Exemple #3
0
        private void createNodes()
        {
            // Generate the raw data for the requested primitive.
            generatePrimitiveData();

            // Create a mesh data wrapper to hold the new geometry.
            MFnMeshData dataFn      = new MFnMeshData();
            MObject     dataWrapper = dataFn.create();

            // Create the mesh geometry and put it into the wrapper.
            MFnMesh meshFn  = new MFnMesh();
            MObject dataObj = meshFn.create(
                num_verts,
                num_faces,
                pa,
                faceCounts,
                faceConnects,
                dataWrapper
                );

            // Use the DAG modifier to create an empty mesh node and its parent
            // transform.
            MObject transform = dagMod.createNode("mesh", MObject.kNullObj);

            // Commit the creation so that the transform and its child will be
            // valid below.
            dagMod.doIt();

            // At the moment we have a transform named something like 'transform1'
            // and a mesh named something like 'polySurfaceShape1'. Let's tidy that
            // up by renaming them as 'pPrimitive#' and 'pPrimitiveShape#', where
            // '#' is a number to ensure uniqueness.
            renameNodes(transform, "pPrimitive");
            // Commit the rename so that assignShadingGroup() can get the new name.
            dagMod.doIt();

            // Assign the mesh to a shading group.
            assignShadingGroup(transform, "initialShadingGroup");

            // Commit the changes.
            dagMod.doIt();

            // Set the mesh node to use the geometry we created for it.
            setMeshData(transform, dataWrapper);
        }
Exemple #4
0
        public void Load(string name)
        {
            List <StaticObjectVertex> vertices = GetVertices();
            List <uint> indices = GetIndices();

            MIntArray        polygonIndexCounts = new MIntArray((uint)indices.Count / 3);
            MIntArray        polygonIndices     = new MIntArray((uint)indices.Count);
            MFloatPointArray meshVertices       = new MFloatPointArray((uint)vertices.Count);
            MFloatArray      arrayU             = new MFloatArray((uint)vertices.Count);
            MFloatArray      arrayV             = new MFloatArray((uint)vertices.Count);
            MFnMesh          mesh        = new MFnMesh();
            MDagPath         meshDagPath = new MDagPath();
            MDGModifier      modifier    = new MDGModifier();
            MFnSet           set         = new MFnSet();

            for (int i = 0; i < indices.Count / 3; i++)
            {
                polygonIndexCounts[i] = 3;
            }

            for (int i = 0; i < indices.Count; i++)
            {
                polygonIndices[i] = (int)indices[i];
            }

            for (int i = 0; i < vertices.Count; i++)
            {
                StaticObjectVertex vertex = vertices[i];

                meshVertices[i] = new MFloatPoint(vertex.Position.X, vertex.Position.Y, vertex.Position.Z);
                arrayU[i]       = vertex.UV.X;
                arrayV[i]       = 1 - vertex.UV.Y;
            }

            //Assign mesh data
            mesh.create(vertices.Count, indices.Count / 3, meshVertices, polygonIndexCounts, polygonIndices, arrayU, arrayV, MObject.kNullObj);
            mesh.getPath(meshDagPath);
            mesh.assignUVs(polygonIndexCounts, polygonIndices);

            //Set names
            mesh.setName(name);
            MFnTransform transformNode = new MFnTransform(mesh.parent(0));

            transformNode.setName("transform_" + name);

            //Get render partition
            MFnPartition renderPartition = MayaHelper.FindRenderPartition();

            //Create Materials
            uint startIndex = 0;

            for (int i = 0; i < this.Submeshes.Count; i++)
            {
                MFnDependencyNode   dependencyNode = new MFnDependencyNode();
                MFnLambertShader    lambertShader  = new MFnLambertShader();
                StaticObjectSubmesh submesh        = this.Submeshes[i];

                lambertShader.create(true);
                lambertShader.setName(submesh.Name);
                lambertShader.color = MaterialProvider.GetMayaColor(i);

                MObject shadingEngine = dependencyNode.create("shadingEngine", submesh.Name + "_SG");
                MObject materialInfo  = dependencyNode.create("materialInfo", submesh.Name + "_MaterialInfo");
                MPlug   partitionPlug = new MFnDependencyNode(shadingEngine).findPlug("partition");
                MPlug   setsPlug      = MayaHelper.FindFirstNotConnectedElement(renderPartition.findPlug("sets"));
                modifier.connect(partitionPlug, setsPlug);

                MPlug outColorPlug      = lambertShader.findPlug("outColor");
                MPlug surfaceShaderPlug = new MFnDependencyNode(shadingEngine).findPlug("surfaceShader");
                modifier.connect(outColorPlug, surfaceShaderPlug);

                MPlug messagePlug      = new MFnDependencyNode(shadingEngine).findPlug("message");
                MPlug shadingGroupPlug = new MFnDependencyNode(materialInfo).findPlug("shadingGroup");
                modifier.connect(messagePlug, shadingGroupPlug);

                modifier.doIt();

                MFnSingleIndexedComponent component = new MFnSingleIndexedComponent();
                MObject   faceComponent             = component.create(MFn.Type.kMeshPolygonComponent);
                MIntArray groupPolygonIndices       = new MIntArray();
                uint      endIndex = (startIndex + (uint)submesh.Indices.Count) / 3;
                for (uint j = startIndex / 3; j < endIndex; j++)
                {
                    groupPolygonIndices.append((int)j);
                }
                component.addElements(groupPolygonIndices);

                set.setObject(shadingEngine);
                set.addMember(meshDagPath, faceComponent);

                startIndex += (uint)submesh.Indices.Count;
            }

            mesh.updateSurface();
        }
Exemple #5
0
		private void createNodes()
		{
			// Generate the raw data for the requested primitive.
			generatePrimitiveData();

			// Create a mesh data wrapper to hold the new geometry.
			MFnMeshData    dataFn = new MFnMeshData();
			MObject        dataWrapper = dataFn.create();

			// Create the mesh geometry and put it into the wrapper.
			MFnMesh        meshFn = new MFnMesh();
			MObject        dataObj = meshFn.create(
										num_verts,
										num_faces,
										pa,
										faceCounts,
										faceConnects,
										dataWrapper
									);

			// Use the DAG modifier to create an empty mesh node and its parent
			// transform.
			MObject transform = dagMod.createNode("mesh", MObject.kNullObj);

			// Commit the creation so that the transform and its child will be
			// valid below.
			dagMod.doIt();

			// At the moment we have a transform named something like 'transform1'
			// and a mesh named something like 'polySurfaceShape1'. Let's tidy that
			// up by renaming them as 'pPrimitive#' and 'pPrimitiveShape#', where
			// '#' is a number to ensure uniqueness.
			renameNodes(transform, "pPrimitive");
			// Commit the rename so that assignShadingGroup() can get the new name.
			dagMod.doIt();

			// Assign the mesh to a shading group.
			assignShadingGroup(transform, "initialShadingGroup");

			// Commit the changes.
			dagMod.doIt();

			// Set the mesh node to use the geometry we created for it.
			setMeshData(transform, dataWrapper);
		}
Exemple #6
0
        private void dynMeshToMayaMesh(string name, Mesh dynMesh = null, TSplineSurface tsMesh = null)
        {
            bool     nodeExists = false;
            MDagPath node       = null;
            Task     unpackTask = null;
            Task     mobjTask   = null;

            try
            {
                node       = DMInterop.getDagNode(name);
                nodeExists = true;
            }
            catch (Exception)
            {
                nodeExists = false;
            }

            MIntArray        faceCnx   = new MIntArray();
            MFloatPointArray verticies = new MFloatPointArray();
            MIntArray        faceVtxCt = new MIntArray();
            int numVert = 0;
            int numPoly = 0;

            if (dynMesh != null)
            {
                numVert    = dynMesh.VertexPositions.Length;
                numPoly    = dynMesh.FaceIndices.Length;
                unpackTask = Task.Factory.StartNew(() => unpackDynMesh(dynMesh, out faceCnx, out verticies, out faceVtxCt));
                unpackTask.Wait(4000);
            }

            if (tsMesh != null)
            {
                numVert    = tsMesh.VerticesCount;
                numPoly    = tsMesh.FacesCount;
                unpackTask = Task.Factory.StartNew(() => unpackTsMesh(tsMesh, out faceCnx, out verticies, out faceVtxCt));
                unpackTask.Wait(4000);
            }



            if (nodeExists)
            {
                try
                {
                    meshFn = new MFnMesh(node);
                    meshFn.createInPlace(numVert, numPoly, verticies, faceVtxCt, faceCnx);
                }
                catch (Exception e)
                {
                    MGlobal.displayWarning(e.Message);
                }
            }
            else
            {
                try
                {
                    dagMod = new MDagModifier();
                    // Create a mesh data wrapper to hold the new geometry.
                    MFnMeshData dataFn      = new MFnMeshData();
                    MObject     dataWrapper = dataFn.create();

                    // Create the mesh geometry and put it into the wrapper.
                    meshFn = new MFnMesh();
                    MObject dataObj   = meshFn.create(numVert, numPoly, verticies, faceVtxCt, faceCnx, dataWrapper);
                    MObject transform = dagMod.createNode("mesh", MObject.kNullObj);

                    dagMod.doIt();

                    renameNodes(transform, name);
                    dagMod.doIt();
                    assignShadingGroup(transform, "initialShadingGroup");
                    dagMod.doIt();
                    setMeshData(transform, dataWrapper);
                }
                catch (Exception e)
                {
                    MGlobal.displayWarning(e.Message);
                }
            }

            //GC.Collect();
            //GC.WaitForPendingFinalizers();
        }
        public void Load(string name, SKLFile skl = null)
        {
            MIntArray        polygonIndexCounts = new MIntArray((uint)this.Indices.Count / 3);
            MIntArray        polygonIndices     = new MIntArray((uint)this.Indices.Count);
            MFloatPointArray vertices           = new MFloatPointArray((uint)this.Vertices.Count);
            MFloatArray      arrayU             = new MFloatArray((uint)this.Vertices.Count);
            MFloatArray      arrayV             = new MFloatArray((uint)this.Vertices.Count);
            MVectorArray     normals            = new MVectorArray((uint)this.Vertices.Count);
            MIntArray        normalIndices      = new MIntArray((uint)this.Vertices.Count);
            MFnMesh          mesh        = new MFnMesh();
            MDagPath         meshDagPath = new MDagPath();
            MDGModifier      modifier    = new MDGModifier();
            MFnSet           set         = new MFnSet();

            for (int i = 0; i < this.Indices.Count / 3; i++)
            {
                polygonIndexCounts[i] = 3;
            }

            for (int i = 0; i < this.Indices.Count; i++)
            {
                polygonIndices[i] = this.Indices[i];
            }

            for (int i = 0; i < this.Vertices.Count; i++)
            {
                SKNVertex vertex = this.Vertices[i];

                vertices[i]      = new MFloatPoint(vertex.Position.X, vertex.Position.Y, vertex.Position.Z);
                arrayU[i]        = vertex.UV.X;
                arrayV[i]        = 1 - vertex.UV.Y;
                normals[i]       = new MVector(vertex.Normal.X, vertex.Normal.Y, vertex.Normal.Z);
                normalIndices[i] = i;
            }

            //Assign mesh data
            mesh.create(this.Vertices.Count, this.Indices.Count / 3, vertices, polygonIndexCounts, polygonIndices, arrayU, arrayV, MObject.kNullObj);
            mesh.setVertexNormals(normals, normalIndices);
            mesh.getPath(meshDagPath);
            mesh.assignUVs(polygonIndexCounts, polygonIndices);

            //Set names
            mesh.setName(name);
            MFnTransform transformNode = new MFnTransform(mesh.parent(0));

            transformNode.setName("transform_" + name);

            //Get render partition
            MGlobal.displayInfo("SKNFile:Load - Searching for Render Partition");
            MItDependencyNodes itDependencyNodes = new MItDependencyNodes(MFn.Type.kPartition);
            MFnPartition       renderPartition   = new MFnPartition();
            bool foundRenderPartition            = false;

            for (; !itDependencyNodes.isDone; itDependencyNodes.next())
            {
                renderPartition.setObject(itDependencyNodes.thisNode);
                MGlobal.displayInfo("SKNFile:Load - Iterating through partition: " + renderPartition.name + " IsRenderPartition: " + renderPartition.isRenderPartition);
                if (renderPartition.name == "renderPartition" && renderPartition.isRenderPartition)
                {
                    MGlobal.displayInfo("SKNFile:Load - Found render partition");
                    foundRenderPartition = true;
                    break;
                }
            }


            //Create Materials
            for (int i = 0; i < this.Submeshes.Count; i++)
            {
                MFnDependencyNode dependencyNode = new MFnDependencyNode();
                MFnLambertShader  lambertShader  = new MFnLambertShader();
                SKNSubmesh        submesh        = this.Submeshes[i];
                MObject           shader         = lambertShader.create(true);

                lambertShader.setName(submesh.Name);
                lambertShader.color = MaterialProvider.GetMayaColor(i);

                MObject shadingEngine = dependencyNode.create("shadingEngine", submesh.Name + "_SG");
                MObject materialInfo  = dependencyNode.create("materialInfo", submesh.Name + "_MaterialInfo");
                if (foundRenderPartition)
                {
                    MPlug partitionPlug = new MFnDependencyNode(shadingEngine).findPlug("partition");
                    MPlug setsPlug      = MayaHelper.FindFirstNotConnectedElement(renderPartition.findPlug("sets"));
                    modifier.connect(partitionPlug, setsPlug);
                }
                else
                {
                    MGlobal.displayInfo("SKNFile:Load - Couldn't find Render Partition for mesh: " + name + "." + submesh.Name);
                }

                MPlug outColorPlug      = lambertShader.findPlug("outColor");
                MPlug surfaceShaderPlug = new MFnDependencyNode(shadingEngine).findPlug("surfaceShader");
                modifier.connect(outColorPlug, surfaceShaderPlug);

                MPlug messagePlug      = new MFnDependencyNode(shadingEngine).findPlug("message");
                MPlug shadingGroupPlug = new MFnDependencyNode(materialInfo).findPlug("shadingGroup");
                modifier.connect(messagePlug, shadingGroupPlug);

                modifier.doIt();

                MFnSingleIndexedComponent component = new MFnSingleIndexedComponent();
                MObject   faceComponent             = component.create(MFn.Type.kMeshPolygonComponent);
                MIntArray groupPolygonIndices       = new MIntArray();
                uint      endIndex = (submesh.StartIndex + submesh.IndexCount) / 3;
                for (uint j = submesh.StartIndex / 3; j < endIndex; j++)
                {
                    groupPolygonIndices.append((int)j);
                }
                component.addElements(groupPolygonIndices);

                set.setObject(shadingEngine);
                set.addMember(meshDagPath, faceComponent);
            }

            if (skl == null)
            {
                mesh.updateSurface();
            }
            else
            {
                MFnSkinCluster skinCluster             = new MFnSkinCluster();
                MSelectionList jointPathsSelectionList = new MSelectionList();

                jointPathsSelectionList.add(meshDagPath);
                for (int i = 0; i < skl.Influences.Count; i++)
                {
                    short    jointIndex = skl.Influences[i];
                    SKLJoint joint      = skl.Joints[jointIndex];
                    jointPathsSelectionList.add(skl.JointDagPaths[jointIndex]);

                    MGlobal.displayInfo(string.Format("SKNFile:Load:Bind - Added joint [{0}] {1} to binding selection", joint.ID, joint.Name));
                }

                MGlobal.selectCommand(jointPathsSelectionList);
                MGlobal.executeCommand("skinCluster -mi 4 -tsb -n skinCluster_" + name);

                MPlug      inMeshPlug        = mesh.findPlug("inMesh");
                MPlugArray inMeshConnections = new MPlugArray();
                inMeshPlug.connectedTo(inMeshConnections, true, false);

                if (inMeshConnections.length == 0)
                {
                    MGlobal.displayError("SKNFile:Load:Bind - Failed to find the created Skin Cluster");
                    throw new Exception("SKNFile:Load:Bind - Failed to find the created Skin Cluster");
                }

                MPlug         outputGeometryPlug = inMeshConnections[0];
                MDagPathArray influencesDagPaths = new MDagPathArray();

                skinCluster.setObject(outputGeometryPlug.node);
                skinCluster.influenceObjects(influencesDagPaths);

                MIntArray influenceIndices = new MIntArray((uint)skl.Influences.Count);
                for (int i = 0; i < skl.Influences.Count; i++)
                {
                    MDagPath influencePath = skl.JointDagPaths[skl.Influences[i]];

                    for (int j = 0; j < skl.Influences.Count; j++)
                    {
                        if (influencesDagPaths[j].partialPathName == influencePath.partialPathName)
                        {
                            influenceIndices[i] = j;
                            MGlobal.displayInfo("SKNReader:Load:Bind - Added Influence Joint: " + i + " -> " + j);
                            break;
                        }
                    }
                }

                MFnSingleIndexedComponent singleIndexedComponent = new MFnSingleIndexedComponent();
                MObject   vertexComponent    = singleIndexedComponent.create(MFn.Type.kMeshVertComponent);
                MIntArray groupVertexIndices = new MIntArray((uint)this.Vertices.Count);

                for (int i = 0; i < this.Vertices.Count; i++)
                {
                    groupVertexIndices[i] = i;
                }
                singleIndexedComponent.addElements(groupVertexIndices);

                MGlobal.executeCommand(string.Format("setAttr {0}.normalizeWeights 0", skinCluster.name));

                MDoubleArray weights = new MDoubleArray((uint)(this.Vertices.Count * skl.Influences.Count));
                for (int i = 0; i < this.Vertices.Count; i++)
                {
                    SKNVertex vertex = this.Vertices[i];

                    for (int j = 0; j < 4; j++)
                    {
                        double weight    = vertex.Weights[j];
                        int    influence = vertex.BoneIndices[j];

                        if (weight != 0)
                        {
                            weights[(i * skl.Influences.Count) + influence] = weight;
                        }
                    }
                }

                skinCluster.setWeights(meshDagPath, vertexComponent, influenceIndices, weights, false);
                MGlobal.executeCommand(string.Format("setAttr {0}.normalizeWeights 1", skinCluster.name));
                MGlobal.executeCommand(string.Format("skinPercent -normalize true {0} {1}", skinCluster.name, mesh.name));
                mesh.updateSurface();
            }
        }
Exemple #8
0
       public MObject ConvertMeshMaya(TriMesh triMesh)
       {
          MFnMesh meshMaya = new MFnMesh();

          int verticeNum = triMesh.Vertices.Count;
          MFloatPointArray points = new MFloatPointArray();
         
          for(int i=0;i<verticeNum;i++)
          {
              float x=(float)triMesh.Vertices[i].Traits.Position.x;
              float y=(float)triMesh.Vertices[i].Traits.Position.y;
              float z=(float)triMesh.Vertices[i].Traits.Position.z;

              MFloatPoint vertex = new MFloatPoint(x,y,z);
              points.append(vertex);
          }

           
           int faceNum = triMesh.Faces.Count;

           int[] face_Counts=new int[faceNum];
           for(int i=0;i<faceNum;i++)
           {
              face_Counts[i]=3;
           }
           MIntArray faceCounts = new MIntArray(face_Counts);


           int[] faceTopology=new int[faceNum*3];
            
           for(int j=0;j<faceNum ;j++)
           {
              int index=j*3;
              faceTopology[index]=triMesh.Faces[j].GetVertex(0).Index ;
               
              faceTopology[index+1]=triMesh.Faces[j].GetVertex(1).Index ;
               
              faceTopology[index+2]=triMesh.Faces[j].GetVertex(2).Index ;
               
           }

           MIntArray faceConnects = new MIntArray(faceTopology);

           MObject mesh= meshMaya.create(verticeNum, faceNum, points, faceCounts, faceConnects);

           return mesh;
       }
        protected MObject createMesh(MTime time, ref MObject outData)
        {
            int numVertices, frame;
            float cubeSize;
            MFloatPointArray points = new MFloatPointArray();
            MFnMesh meshFS = new MFnMesh();

            // Scale the cube on the frame number, wrap every 10 frames.
            frame = (int)time.asUnits(MTime.Unit.kFilm);
            if (frame == 0)
                frame = 1;
            cubeSize = 0.5f * (float)(frame % 10);

            const int numFaces = 6;
            numVertices = 8;

            MFloatPoint vtx_1 = new MFloatPoint(-cubeSize, -cubeSize, -cubeSize);
            MFloatPoint vtx_2 = new MFloatPoint(cubeSize, -cubeSize, -cubeSize);
            MFloatPoint vtx_3 = new MFloatPoint(cubeSize, -cubeSize, cubeSize);
            MFloatPoint vtx_4 = new MFloatPoint(-cubeSize, -cubeSize, cubeSize);
            MFloatPoint vtx_5 = new MFloatPoint(-cubeSize, cubeSize, -cubeSize);
            MFloatPoint vtx_6 = new MFloatPoint(-cubeSize, cubeSize, cubeSize);
            MFloatPoint vtx_7 = new MFloatPoint(cubeSize, cubeSize, cubeSize);
            MFloatPoint vtx_8 = new MFloatPoint(cubeSize, cubeSize, -cubeSize);
            points.append(vtx_1);
            points.append(vtx_2);
            points.append(vtx_3);
            points.append(vtx_4);
            points.append(vtx_5);
            points.append(vtx_6);
            points.append(vtx_7);
            points.append(vtx_8);

            // Set up an array containing the number of vertices
            // for each of the 6 cube faces (4 verticies per face)
            //
            int[] face_counts = { 4, 4, 4, 4, 4, 4 };
            MIntArray faceCounts = new MIntArray(face_counts);

            // Set up and array to assign vertices from points to each face
            //
            int[] face_connects = {	0, 1, 2, 3,
                                    4, 5, 6, 7,
                                    3, 2, 6, 5,
                                    0, 3, 5, 4,
                                    0, 4, 7, 1,
                                    1, 7, 6, 2	};
            MIntArray faceConnects = new MIntArray(face_connects);

            MObject newMesh = meshFS.create(numVertices, numFaces, points, faceCounts, faceConnects, outData);

            return newMesh;
        }