class counterpart of mel function polyLayoutUV
Move UVs in the texture plane to avoid overlaps.
Toggle caching for all attributes so that no recomputation is needed
Derived from mel command maya.cmds.polyLayoutUV
Turn the construction history on or off (where applicable). If construction history is on then the corresponding node will be inserted into the history chain for the mesh. If construction history is off then the operation will be performed directly on the object. Note:If the object already has construction history then this flag is ignored and the node will always be inserted into the history chain.
Derived from mel command maya.cmds.polyLayoutUV
If this flag is turned on, the reversed UV pieces are fliped.
Derived from mel command maya.cmds.polyLayoutUV
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.
Derived from mel command maya.cmds.polyLayoutUV
Which layout method to use: 0 Block Stacking. 1 Shape Stacking.
Derived from mel command maya.cmds.polyLayoutUV
Defines how to evaluate the node. 0: Normal1: PassThrough2: Blocking3: Internally disabled. Will return to Normal state when enabled4: Internally disabled. Will return to PassThrough state when enabled5: Internally disabled. Will return to Blocking state when enabledFlag can have multiple arguments, passed either as a tuple or a list.
Derived from mel command maya.cmds.polyLayoutUV
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.
Derived from mel command maya.cmds.polyLayoutUV
0 No rotation is applied. 1 Only allow 90 degree rotations. 2 Allow free rotations.
Derived from mel command maya.cmds.polyLayoutUV
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.
Derived from mel command maya.cmds.polyLayoutUV
Which UV edges should be cut: 0 No cuts. 1 Cut only along folds. 2 Make all necessary cuts to avoid all intersections.
Derived from mel command maya.cmds.polyLayoutUV
Specifies the name of the uv set to edit uvs on. If not specified will use the current uv set if it exists.
Derived from mel command maya.cmds.polyLayoutUV
If true, performs the operation in world space coordinates as opposed to local space. Common flags
Derived from mel command maya.cmds.polyLayoutUV
If this flag is turned on, the reversed UV pieces are fliped.
Derived from mel command maya.cmds.polyLayoutUV
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.
Derived from mel command maya.cmds.polyLayoutUV
Which layout method to use: 0 Block Stacking. 1 Shape Stacking.
Derived from mel command maya.cmds.polyLayoutUV
Defines how to evaluate the node. 0: Normal1: PassThrough2: Blocking3: Internally disabled. Will return to Normal state when enabled4: Internally disabled. Will return to PassThrough state when enabled5: Internally disabled. Will return to Blocking state when enabledFlag can have multiple arguments, passed either as a tuple or a list.
Derived from mel command maya.cmds.polyLayoutUV
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.
Derived from mel command maya.cmds.polyLayoutUV
0 No rotation is applied. 1 Only allow 90 degree rotations. 2 Allow free rotations.
Derived from mel command maya.cmds.polyLayoutUV
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.
Derived from mel command maya.cmds.polyLayoutUV
Which UV edges should be cut: 0 No cuts. 1 Cut only along folds. 2 Make all necessary cuts to avoid all intersections.
Derived from mel command maya.cmds.polyLayoutUV
If true, performs the operation in world space coordinates as opposed to local space. Common flags
Derived from mel command maya.cmds.polyLayoutUV