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Synopsis

subdLayoutUV([flipReversed=boolean], [layout=int], [layoutMethod=int], [percentageSpace=float], [rotateForBestFit=int], [scale=int], [separate=int], [worldSpace=boolean])

Note: Strings representing object names and arguments must be separated by commas. This is not depicted in the synopsis.

subdLayoutUV is undoable, queryable, and editable.

Move UVs in the texture plane to avoid overlaps.

Return value

stringThe node name.

In query mode, return type is based on queried flag.

Flags

flipReversed, layout, layoutMethod, percentageSpace, rotateForBestFit, scale, separate, worldSpace
Long name (short name) Argument types Properties
flipReversed(fr) boolean createqueryedit
If this flag is turned on, the reversed UV pieces are fliped.
layout(l) int createqueryedit
How to move the UV pieces, after cuts are applied:
0 No move is applied.
1 Layout the pieces along the U axis.
2 Layout the pieces in a square shape.
percentageSpace(ps) float createqueryedit
When layout is set to square, this value is a percentage of the texture area which is added around each UV piece. It can be used to ensure each UV piece uses different pixels in the texture.
Maximum value is 5 percent.
scale(sc) int createqueryedit
How to scale the pieces, after move and cuts:
0 No scale is applied.
1 Uniform scale to fit in unit square.
2 Non proportional scale to fit in unit square.
separate(se) int createqueryedit
Which UV edges should be cut:
0 No cuts.
1 Cut only along folds.
2 Make all necessary cuts to avoid all intersections.
rotateForBestFit(rbf) int createqueryedit
0 No rotation is applied. 1 Only allow 90 degree rotations. 2 Allow free rotations.
layoutMethod(lm) int createqueryedit
Which layout method to use:
0 Block Stacking.
1 Shape Stacking.
worldSpace(ws) boolean createqueryedit
If true, performs the operation in world space coordinates as opposed to local space.

Flag can appear in Create mode of command Flag can appear in Edit mode of command
Flag can appear in Query mode of command Flag can have multiple arguments, passed either as a tuple or a list.

Python examples

import maya.cmds as cmds

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

# Layout all UVs in the texture plane.
cmds.subdLayoutUV( 'subdivCube1.smf[*][*]', l=2, fr=True, se=2, sc=1 )