Parameters: 


Return type:  
Returns: 
The object. 
Return the selected polygons.
Return type:  BaseSelect 

Returns:  A reference to the selected polygon structure. 
Return the hidden polygons.
Return type:  BaseSelect 

Returns:  A reference to the hidden polygon structure. 
Get the selected edges. The edges are indexed by 4 * polygon + edge where polygon is the polygon index and edge is the edge index between 0 and 3.
Warning
If you change this selection you must make sure that its still valid, so that shared edges have a welldefined selection status. It’s safer to use SetSelectedEdges().
Return type:  BaseSelect 

Returns:  A reference to the selection of visible edges. 
Get the hidden edges. The edges are indexed by 4 * polygon + edge where polygon is the polygon index and edge is the edge index between 0 and 3.
Note
The edges are only hidden within the editor.
Warning
If you change this selection you must make sure that it is still valid, so that shared edges have a welldefined selection status. It is safer to use SetSelectedEdges().
Return type:  BaseSelect 

Returns:  A reference to the selection of hidden edges. 
Set a polygon.
Note
Call obj.Message (c4d.MSG_UPDATE) after you set all your polygons to update the object.
Parameters: 


Raises IndexError:  
If the polygon index id is out of range : 0GetPolygonCount(). 
New in version R13.016.
Get a polygon.
Parameters:  id (int) – The index. 

Raises IndexError:  
If the polygon index id is out of range : 0GetPolygonCount().  
Return type:  CPolygon 
Returns:  The polygon at index id. 
Change the number of points and polygons in the object. If vcnt is 1 or not set, the method of PointObject.ResizeObject() is used.
Parameters: 


Return type: 
bool 
Returns: 
Success of changing the number of points and segments. 
Get the phong break edges. The edges are indexed by 4 * polygon + edge where polygon is the polygon index and edge is the edge index between 0 and 3.
Warning
If you change this selection you must make sure that its still valid, so that shared edges have a welldefined phong break status. It’s safer to use SetSelectedEdges().
Return type:  BaseSelect 

Returns:  The phong break. 
Gets a translation map from polygon indices to Ngon indices.
Return type:  list of int 

Returns:  A list of index map or None. 
Returns all polygons.
Return type:  list of CPolygon 

Returns:  A list of copied polygons. 
Returns a list with the stored phong normals of the object.
Return type:  list of Vectors or None 

Returns:  The list or None if the object has no Phong Tag. 
Returns the count of polygons. Is the fastest way to get the count of polygons.
Return type:  int 

Returns:  The count. 
New in version R13.016.
Get the selected, hidden or phong break edges. The edges are indexed uniquely by a Neighbor object, so each edge has a single index.
Note
This is a convenience wrapper around GetEdgeS(), GetEdgeH() and GetPhongBreak().
Parameters: 



Return type:  
Returns: 
The selected edges. 
New in version R13.016.
Set the selected, hidden or phong break edges. The edges are indexed uniquely by a Neighbor object, so each edge has a single index.
Note
This is a convenience wrapper around GetEdgeS(), GetEdgeH() and GetPhongBreak().
Parameters: 



Return type: 
bool 

Returns: 
True if the selection succeeded, otherwise False. 
Get the number of Ngons in the object, i.e. the number of polygons with more points than 4.
Return type:  int 

Returns:  The number of Ngons for this object. 
New in version R13.016.
Copies the current Ngon selection into sel.
Parameters:  sel (BaseSelect) – Assigned the current Ngon selection. 

New in version R13.016.
Copies the current hidden Ngon selection into sel.
Parameters:  sel (BaseSelect) – Assigned the current hidden Ngon selection. 

New in version R13.016.
Deselects all selected edges in sel that are Ngon edges.
Parameters:  sel (BaseSelect) – The selection to check for Ngon edges. 

Return type:  bool 
Returns:  True if successful, otherwise False. 
New in version R13.016.
Deselects all edges in ‘sel’ that are Ngon edges as specified by type.
Parameters: 



Return type: 
bool 

Returns: 
True if successful, otherwise False. 
New in version R13.016.
Retrieves a list that contains Ngon information for each polygon. If edges[poly_index] & (1 the edge is a hidden Ngon edge, where edge_index may be 03 for quads and 0, 1 or 3 for tris.
Return type:  list 

Returns:  Ngon edges list. 
A polygon is a triangle or a quadrangle. A triangle has the points A, B and C;, a quadrangle has the points A, B, C, and D.
Perfect polygons, like the one in the image above, are not that common, since the points may lie anywhere in 3D space. This is not a problem if the points are planar  i.e. if they all lie on the same plane as in the next image.
If the quadrangle’s points are not on the same plane, the quadrangle is said to be nonplanaer. In the next image, point B has been moved into the depth plane. Now, CINEMA 4D must render this polygon as two triangles. This happens internally and usually has no negative effects. However, nonplanaer polygons can occasionally lead to unexepected effects and are generally best avoided.
For planaer quadrangles, if the interior angle at points B or D is greater than 180°, problems can occur when rendering  this is because the polygon overlaps itself as in the next image.
Another problem arises if all the polygon’s points are on the same line. In this case, a surface normal cannot exist and the polygon is called a degenerated polygon, illustrated in the next image:
Polygons in CINEMA 4D have their own coordinate system. You cannot see this system in the viewports, but it is important to be aware of it when using modeling tools.
The origin of the polygon coordinate system is located at the centre of the polygons. The X axis is along the line between A and B. The Z axis is the normal. The Y axis is perpendicular to the XZ plane.
An ngon (pronounced engon) is simply a polygon that has more than four courner points. Ngons can help to simplify the polygon modeling process.
Before ngons were implemented in CINEMA 4D, almost every time you cut a polygon, new edges would be created automatically on the neighboring polygons. These extra edges could make the object difficult to work with and slow down your workflow, because a manual rebuilding would often be required in order to cleanup the mesh.
The following example demonstrates the advantage of using ngons.