Moves selected UV coordinates in 2D space. As the selected UVs are adjusted, the way the image is mapped onto the object changes accordingly. This command manipulates the UV values without changing the 3D geometry of the object.
Long name (short name) | Argument Types | Properties | |
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axisLen (l) | float, float | ||
axisLenX (lx) | float | ||
axisLenY (ly) | float | ||
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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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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pivot (pvt) | float, float | ||
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pivotU (pvu) | float | ||
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pivotV (pvv) | float | ||
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random (ran) | float | ||
This flag specifies the random value for all parameters.C: Default is 0.0. The range is [-10.0, 10.0].Q: When queried, this flag returns a float. Common flagsCommon flags |
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rotationAngle (ra) | float | ||
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scale (s) | float, float | ||
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scaleU (su) | float | ||
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scaleV (sv) | float | ||
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translate (t) | float, float | ||
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translateU (tu) | float | ||
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translateV (tv) | float | ||
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Derived from mel command maya.cmds.polyMoveUV
Example:
import pymel.core as pm
# Opening up the textureView will make this example easier to visualize.
# Create a plane and select it.
pm.polyPlane( n='plg', sx=5, sy=5, w=10, h=10 )
pm.select( 'plg' )
# Display map borders.
pm.polyOptions( ao=True, dmb=True )
# Translate selected UVs as the vector (0.0, 1.0).
pm.polyMoveUV( 'plgShape.map[30:35]', tu=0.0, tv=1.0 )
# Scale selected UVs as the scaling (0.5, 0.5);
pm.polyMoveUV( 'plgShape.map[30:35]', su=0.5, sv=0.5 )