pymel.core.modeling.subdLayoutUV

subdLayoutUV(*args, **kwargs)

Move UVs in the texture plane to avoid overlaps.

Flags:
Long name (short name) Argument Types Properties
caching (cch) bool  
   
constructionHistory (ch) bool  
   
flipReversed (fr) bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
If this flag is turned on, the reversed UV pieces are fliped.
layout (l) int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
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.
layoutMethod (lm) int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
Which layout method to use:0 Block Stacking.1 Shape Stacking.
name (n) unicode  
   
nodeState (nds) int  
   
percentageSpace (ps) float ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 

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.

rotateForBestFit (rbf) int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
0 No rotation is applied. 1 Only allow 90 degree rotations. 2 Allow free rotations.
scale (sc) int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
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.
separate (se) int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 
Which UV edges should be cut:0 No cuts.1 Cut only along folds.2 Make all necessary cuts to avoid all intersections.
worldSpace (ws) bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
 

If true, performs the operation in world space coordinates as opposed to local space.Flag can appear in Create mode of commandFlag can have multiple arguments, passed either as a tuple or a list.

Derived from mel command maya.cmds.subdLayoutUV

Example:

import pymel.core as pm

# Create a cube
mel.eval( "createSubdCubeProc" )

# Layout all UVs in the texture plane.
pm.subdLayoutUV( 'subdivCube1.smf[*][*]', l=2, fr=True, se=2, sc=1 )

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