Projects a map onto an object, using an orthogonal projection. The piece of the map defined from isu, isv, icx, icy area, is placed at pcx, pcy, pcz location.
Long name (short name) | Argument Types | Properties | |
---|---|---|---|
caching (cch) | bool | ||
|
|||
constructionHistory (ch) | bool | ||
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. |
|||
createNewMap (cm) | bool | ||
|
|||
imageCenter (ic) | float, float | ||
|
|||
imageCenterX (icx) | float | ||
|
|||
imageCenterY (icy) | float | ||
|
|||
imageScale (imageScale) | float, float | ||
This flag specifies the UV scale : Enlarges or reduces the 2D version of the model in U or V space relative to the 2D centerpoint.C: Default is 1.0 1.0.Q: When queried, this flag returns a float[2]. |
|||
imageScaleU (isu) | float | ||
This flag specifies the U scale : Enlarges or reduces the 2D version of the model in U space relative to the 2D centerpoint.C: Default is 1.0.Q: When queried, this flag returns a float. |
|||
imageScaleV (isv) | float | ||
This flag specifies the V scale : Enlarges or reduces the 2D version of the model in V space relative to the 2D centerpoint.C: Default is 1.0.Q: When queried, this flag returns a float. |
|||
insertBeforeDeformers (ibd) | bool | ||
This flag specifies if the projection node should be inserted before or after deformer nodes already applied to the shape. Inserting the projection after the deformer leads to texture swimming during animation and is most often undesirable.C: Default is on. |
|||
keepImageRatio (kir) | bool | ||
mapDirection (md) | unicode | ||
This flag specifies the mapping direction.’x’, ‘y’ and ‘z’ projects the map along the corresponding axis.’c’ projects along the current camera viewing direction.’p’ does perspective projection if current camera is perspective.’b’ projects along the best plane fitting the objects selected. |
|||
name (n) | unicode | ||
|
|||
nodeState (nds) | int | ||
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 appear in Create mode of commandFlag can have multiple arguments, passed either as a tuple or a list. |
|||
perInstance (pi) | bool | ||
projectionCenter (pc) | float, float, float | ||
|
|||
projectionCenterX (pcx) | float | ||
|
|||
projectionCenterY (pcy) | float | ||
|
|||
projectionCenterZ (pcz) | float | ||
|
|||
projectionHeight (ph) | float | ||
projectionHorizontalSweep (phs) | float | ||
projectionScale (ps) | float, float | ||
|
|||
projectionScaleU (psu) | float | ||
|
|||
projectionScaleV (psv) | float | ||
|
|||
radius (r) | float | ||
rotate (ro) | float, float, float | ||
|
|||
rotateX (rx) | float | ||
|
|||
rotateY (ry) | float | ||
|
|||
rotateZ (rz) | float | ||
|
|||
rotationAngle (ra) | float | ||
This flag specifies the rotation angle in the mapping space. When the angle is positive, then the map rotates counterclockwise on the mapped model, whereas when it is negative then the map rotates lockwise on the mapped model.C: Default is 10.0.Q: When queried, this flag returns a float. |
|||
seamCorrect (sc) | bool | ||
smartFit (sf) | bool | ||
worldSpace (ws) | bool | ||
This flag specifies which reference to use. If “on” : all geometrical values are taken in world reference. If “off” : all geometrical values are taken in object reference.C: Default is “off”.Q: When queried, this flag returns an int. |
Derived from mel command maya.cmds.polyPlanarProjection
Example:
import pymel.core as pm
import maya.cmds as cmds
# Create a plane with default UVs.
pm.polyPlane( n='plane', h=20, w=20 )
# Create a lambert node.
pm.shadingNode( 'lambert', n= 'myLambert', asShader=True )
pm.sets( renderable=True, noSurfaceShader=True, empty=True, name='myLambertSG' )
pm.connectAttr( 'myLambert.outColor', 'myLambertSG.surfaceShader', f=True )
# Create a texture checker.
pm.shadingNode( 'checker', asTexture=True )
pm.shadingNode( 'place2dTexture', asUtility=True )
pm.connectAttr( 'place2dTexture1.outUV', 'checker1.uv' )
# Assign the texture the the lambert node.
pm.connectAttr( 'checker1.outColor', 'myLambert.color', f=True )
# Set the textured display mode.
currentPanel = pm.getPanel(withFocus= True)
if currentPanel != '':
pm.modelEditor(currentPanel, edit=True, da='smoothShaded', displayTextures=True, dl='default')
# Assign the lambert shader to all facets of the plane.
pm.sets('planeShape.f[0:99]', edit=True, forceElement= 'myLambertSG' )
# Replace default UVs on half of the plane :
# Rotates projection around X, rotate the map of 45 degrees,
# and reduces of half the projected map.
pm.polyPlanarProjection( 'plane.f[0:49]', rx=90, ra=45.0, pc= (0, 0, 0), imageScale=(0.5, 0.5))
# Set the wireframe display mode.
currentPanel = pm.getPanel(withFocus= True)
if currentPanel != '':
pm.modelEditor(currentPanel, edit=True, da='wireframe')