Go to: Synopsis. Return value. Keywords. Related. Flags. Python examples.

Synopsis

polyForceUV([cameraProjection=boolean], [createNewMap=boolean], [flipHorizontal=boolean], [flipVertical=boolean], [g=boolean], [local=boolean], [normalize=string], [numItems=uint], [preserveAspectRatio=boolean], [unitize=boolean], [unshare=boolean], [uvSetName=string])

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

polyForceUV is undoable, NOT queryable, and NOT editable.

A set of functionalities can be called through this command. The input for this command is a set of faces. Based on the arguments passed, the UVs for these selected faces can be created.
Project UVs based on the camera: (UV creation)
Based on the current view direction/orientation, the UVs are generated and assigned to the faces. Any previously assigned UV information will be lost.
Best Plane Projection: (UV creation)
The UVs are computed based on the plane defined by the user, and is applied to the selected faces. This tool has 2 phases. In the first phase, the faces to be mapped (faces to which UVs are to be created) are selected. In the second phase, the points (vertices, CVs) that define the projecting plane are selected. Any previously assigned UV information will be lost.
Unitize: (UV creation)
A new set of unitized UVs are generated and assigned to the faces. Any previously assigned UV information will be lost.
Unshare: (UV creation)
Force the specified UV to be unshared by possibly creating new UVs. Any previously assigned UV information will be lost.

Return value

booleantrue/false

Keywords

poly, uv, normalize, unitize, flip, bestPlane

Related

polyClipboard, polyCylindricalProjection, polyEditUV, polyMapCut, polyMapDel, polyMapSew, polyMoveFacetUV, polyMoveUV, polyPlanarProjection, polyProjection, polySphericalProjection, polyUVSet, untangleUV

Flags

cameraProjection, createNewMap, flipHorizontal, flipVertical, g, local, normalize, numItems, preserveAspectRatio, unitize, unshare, uvSetName
Long name (short name) Argument types Properties
normalize(nor) string create
OBSOLETE flag. Use polyNormalizeUV instead.
unshare(u) boolean create
To unshare tye specified UV
unitize(uni) boolean create
To unitize the UVs of the selected faces
cameraProjection(cp) boolean create
Project the UVs based on the camera position/orientation
flipHorizontal(fh) boolean create
OBSOLETE flag. Use polyFlipUV instead.
flipVertical(fv) boolean create
OBSOLETE flag. Use polyFlipUV instead.
local(l) boolean create
OBSOLETE flag.
g(g) boolean create
OBSOLETE flag.
preserveAspectRatio(par) boolean create
OBSOLETE flag.
numItems(ni) uint create
This flag is only used for the best plane texturing of polygonal faces. This flag should be followed by a selection list. If not specified, the selected objects will be used (in the order they were selected).
This flag specifies the number of items (leading) in the selection list that should be used for the mapping. The trailing items will be used for computing the plane (See example below). The best plane texturing is better suited for using interactively from within its context. You can type "setToolTo polyBestPlaneTexturingContext" in the command window OR (EditPolygons->Texture->BestPlaneTexturing from the Menu) to enter its context.
uvSetName(uvs) string create
Specifies name of the uv set to work on
createNewMap(cm) boolean create
Create new map if does not exists

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

cmds.polyForceUV( uni=True )
# unitize the UV values of the selected faces separately
cmds.polyForceUV( cp=True )
# create UVs on the selected faces based on the current camera
cmds.polyForceUV( 'pCylinder1.f[11:14]', 'pCylinder1.vtx[33:34]', 'pCylinder1.vtx[13:14]', ni=1 )
# create the UVs for the first item (ie, 4 polygonal faces, in this case)
# in the selection list, by computing the plane using the rest of the
# items in the list