Move UVs in the texture plane to avoid overlaps.
Long name (short name) | Argument Types | Properties | |
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caching (cch) | bool | ||
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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. |
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flipReversed (fr) | bool | ||
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layout (l) | int | ||
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layoutMethod (lm) | int | ||
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name (n) | unicode | ||
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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. |
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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. |
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rotateForBestFit (rbf) | int | ||
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scale (sc) | int | ||
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separate (se) | int | ||
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uvSetName (uvs) | unicode | ||
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worldSpace (ws) | bool | ||
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Derived from mel command maya.cmds.polyLayoutUV
Example:
import pymel.core as pm
# Create a sphere.
pm.polySphere( n='sph' )
# Use a plane projection on half the faces
pm.select( 'sph.f[0:200]' )
pm.polyProjection( type='Planar' )
# Layout all UVs in the texture plane.
pm.polyLayoutUV( 'sph.f[*]', l=2, fr=True, se=2, sc=1 )