pymel.core.modeling.subdMapCut

static modeling.subdMapCut(*args, **kwargs)

Cut along edges of the texture mapping. The cut edges become map borders.

Flags:
Long name (short name) Argument Types Properties
caching (cch) bool  
   
constructionHistory (ch) bool ../../../_images/create.gif ../../../_images/query.gif
 

Turn the construction history on or off (where applicable). Q: When queried, this flag returns an int. Flag can have multiple arguments, passed either as a tuple or a list.

name (n) unicode ../../../_images/create.gif
 
Name the resulting object.
nodeState (nds) int  
   

Derived from mel command maya.cmds.subdMapCut

Example:

import pymel.core as pm

# Opening up the textureView will make this example much easier to visualize.

# Create a cube
mel.eval( "createSubdCube" )

# Cut the map.
pm.subdMapCut( 'subdivCube1.sme[2560][2]', 'subdivCube1.sme[2816][2]' )
# now that it's cut, we may move the row separately

# Move some UVs
pm.subdEditUV( 'subdivCube1.smm[21:22]', 'subdivCube1.smm[25]', u=0, v=0.05 )