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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.
In query mode, return type is based on queried flag.
flipReversed, layout, layoutMethod, percentageSpace, rotateForBestFit, scale, separate,
worldSpace
Long name (short name) |
Argument types |
Properties |
flipReversed(fr) |
boolean |
   |
|
If this flag is turned on, the reversed UV pieces are
fliped. |
|
layout(l) |
int |
   |
|
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 |
   |
|
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 |
   |
|
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 |
   |
|
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 |
   |
|
0 No rotation is applied. 1 Only allow 90 degree rotations. 2
Allow free rotations. |
|
layoutMethod(lm) |
int |
   |
|
Which layout method to use:
0 Block Stacking.
1 Shape Stacking. |
|
worldSpace(ws) |
boolean |
   |
|
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. |
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 )