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Flags. MEL
examples.
polyUVRectangle [-caching boolean] [-constructionHistory boolean]
[-name string] [-nodeState int]
polyUVRectangle is undoable, queryable, and editable.
Given two vertices, does one of the following: 1) If the vertices
define opposite corners of a rectangular area of quads, assigns a
grid of UVs spanning the 0-1 area to that rectangle. 2) If the
vertices define an edge in a rectangular and topologically
cylindrical area of quads, assigns UVs spanning the 0-1 area to
that cylindrical patch, using the defined edge as the U=0 edge.
In query mode, return type is based on queried flag.
polyClipboard, polyCylindricalProjection,
polyEditUV, polyForceUV, polyMapCut, polyMapDel, polyMapSew, polyMoveFacetUV, polyMoveUV, polyPlanarProjection, polyProjection, polySphericalProjection,
polyUVSet, untangleUV
caching, constructionHistory, name, nodeState
Long name (short name) |
Argument types |
Properties |
Common flags |
-name(-n) |
string |
|
|
Give a name to the resulting node. |
|
-constructionHistory(-ch) |
boolean |
|
|
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. |
|
-caching(-cch) |
boolean |
|
|
Toggle caching for all attributes so that no recomputation is
needed |
|
-nodeState(-nds) |
int |
|
|
Defines how to evaluate the node.
- 0: Normal
- 1: PassThrough
- 2: Blocking
- 3: Internally disabled. Will return to Normal state when
enabled
- 4: Internally disabled. Will return to PassThrough state when
enabled
- 5: Internally disabled. Will return to Blocking state when
enabled
|
|
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 be used more than once in a
command. |
// Opening up the textureView will make this example much easier to visualize.
// make a cylinder
polyCylinder -r 1 -h 2 -sx 20 -sy 10 -sz 1 -ax 0 1 0 -rcp 0 -cuv 3 -ch 1;
// map a 3x2 area of faces to the 0-1 UV square
polyUVRectangle pCylinderShape1.vtx[115] pCylinderShape1.vtx[57];
// map a 2x20 ring of faces to the 0-1 UV square
polyUVRectangle pCylinderShape1.vtx[136] pCylinderShape1.vtx[176];