QUOTE(d_vanya @ 05/14/09, 02:12 PM) [snapback]307741[/snapback]
1) Pay attention to "-ch off" my listing. So I don't need a node. I want to modify geometry without contruction history.
Yes i can see that but this is not the purpose of the api, either you make the changes directly with mFNMesh or you implement a node. Your actually SUPPOSED to make a node out for every change you do into maya want it or not. The fact that you can do it without history in some cases doesnt mean theres no use to be able to do in all the cases where you can not, this has always much more value. Im sorry thats just the way it is. Theres no point in spending X hours doing a botched job when you would spend same X hours doing it properly.
Mel does not get faster if you call it solely form the api it gets slightly SLOWER, especially if you parse strings all the time. mFNMesh directly paches to teh lower level of speedup communication. Theres also not anything you can make faster about mel calls, excerpt to turn to the api classes
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I need to cut geometry a lot of times (1024 for example) with diferent cut planes. And after each cut I need to fill hole from deleted faces (-df on).
Make a node, put a mesh input, point mFN mesh on that datablock entry copy it to output and use split with MFNMesh on this output copy. Done. Thats how you use the api.
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the purpose of maya api not to treat maya as a database
If you have some data in maya, andf you go and directly manipulate it then yoru treating maya as a database. Your modifying the data. Now maya is a node graph what you should do in the api is a operator that extends the graph items. Its not actually also harder, it is in fact often easier since you dont need to implement all kinds of stupid safe guards.