Sunnys methid works, but be sure to remove the resulting wrap by collapsing history of each blend (a extra historyu piece is a extra history piece and ultimately bad for your rig)
I am going to show how to do correspondence calculation for a split mesh this can be useful for making the nurbs symmetrical at a later date too (and for those reverse patches), etc etc... a mesh is looks like this
CODE
2,0-2,1-2,2
| | |
1,0-1,1-1,2
| | |
0,0-0,1-0,2
obviously the value maxes do differ now in a u mirror x,y corresponds to uMax-x,y in case of 0,0 in the above patch it corresponds to 2,0 (2-0=0) and likewise 2,1 corrsponds to 0,2 (2-2=0), now this assumes the symmetry line is straight across u or v and theres n skew symmetry going on, there rarely is in most users meshes.
Now you could setp tough every point and move them however maya has a tick up its sleeve.
CODE
file -f -new;
nurbsPlane -p 0 0 0 -ax 0 1 0 -w 5 -lr 1 -d 3 -u 5 -v 5 -ch 1;
duplicate -rr;
move -r 6 0 0;
for ($i in ls("-fl","nurbsPlane2.cv[0:7][0:7]"))
move -r 0 (rand(-3,3)) 0 $i;
duplicate -rr;
move -r -12 0 0;
//next inverse point order in u
//you cannot omit this step
reverseSurface -d 0 -ch 0 -rpo 1;
//and miroor the points
scale -r -p -6 0 0 -1 1 1 nurbsPlane3.cv[0:7][0:7];
And surprisingly its mirrored with right point order, now that wasn't hard. just be sure to check the right -d direction it might be v direction too.
Now let us assume a more difficult patched case:
CODE
file -f -new;
nurbsCube -p 0 0 0 -ax 0 1 0 -w 5 -lr 1 -hr 1 -d 3 -u 1 -v 1 -ch 1;
duplicate -rr;
move -r 6 0 0;
move -r 2 2 0 nurbsCube2|topnurbsCube1.cv[3][0:3]
nurbsCube2|leftnurbsCube1.cv[3][3]
nurbsCube2|rightnurbsCube1.cv[2:3][3]
nurbsCube2|frontnurbsCube1.cv[0:2][3]
nurbsCube2|frontnurbsCube1.cv[3][2:3];
now the 4 center patches are easy they are what have have above but the next 2 patches are reversed. continue by running:
CODE
move -r -12 0 0;
scale -r -p -6 0 0 -1 1 1 nurbsCube3|topnurbsCube1.cv[0:999][0:999]
nurbsCube3|bottomnurbsCube1.cv[0:999][0:999]
nurbsCube3|leftnurbsCube1.cv[0:999][0:999]
nurbsCube3|rightnurbsCube1.cv[0:999][0:999];
reverseSurface -d 0 -ch 1 -rpo 1 "nurbsCube3|topnurbsCube1";
reverseSurface -d 0 -ch 1 -rpo 1 "nurbsCube3|leftnurbsCube1";
//note the second part are in V direction
//you can easily see this in view port by enabling patch origins view
reverseSurface -d 1 -ch 1 -rpo 1 "nurbsCube3|bottomnurbsCube1";
reverseSurface -d 1 -ch 1 -rpo 1 "nurbsCube3|rightnurbsCube1";
Here im simply abusing how the blend works to get the right blend continue with (if you really made this yourself the directions of the patches would be much more predictable):
CODE
///lets move patch order in reverse
reorder -relative -1 nurbsCube3|backnurbsCube1;
//renaming is not needed makes it clearer tough!
rename "nurbsCube3|backnurbsCube1" "backnurbsCube12";
rename "nurbsCube3|frontnurbsCube1" "backnurbsCube1";
rename "nurbsCube3|backnurbsCube12" "frontnurbsCube1";
//then reverse the patches that changes.
scale -r -p -6 0 0 -1 1 1 nurbsCube3|backnurbsCube1.cv[0:999][0:999]
nurbsCube3|frontnurbsCube1.cv[0:999][0:999];
reverseSurface -d 3 -ch 1 -rpo 1 "nurbsCube3|backnurbsCube1";
reverseSurface -d 3 -ch 1 -rpo 1 "nurbsCube3|frontnurbsCube1";
Now select the group for each cube and blend relative.
PS. I hope thsi elightens you abut deeper on how blends and nurbs work