Long name (short name) 
Argument types 
Properties 
iterations(i) 
int 


Maximum number of iterations for each connected UV piece. 

stoppingThreshold(ss) 
float 


Minimum distorsion improvment between two steps in %. 

useScale(us) 
boolean 


scale(s) 
float 


Ratio between 2d and 3d space. 

areaWeight(aw) 
float 


Surface driven importance. 0 treat all faces equal. 1 gives
more importance to large ones. 

pinUvBorder(pub) 
boolean 


Specifies that the UV border should be pinned when doing the
solve. By default only unselected components are pinned. 

pinSelected(ps) 
boolean 


Specifies that the selected components should be pinned instead
the unselected components. 

applyToShell(as) 
boolean 


Specifies that the selected components should be only work on
shells that have something have been selected or pinned. 

globalBlend(gb) 
float 


This allows the user to blend between a local optimization
method (globalBlend = 0.0) and a global optimization method
(globalBlend = 1.0). The local optimization method looks at the
ratio between the triangles on the object and the triangles in UV
space. It has a side affect that it can sometimes introduce
tapering problems. The global optimization is much slower, but
takes into consideration the entire object when optimizing uv
placement. 

globalMethodBlend(gmb) 
float 


The global optimization method uses two functions to compute a
minimization. The first function controls edge stretch by using
edges lengths between xyz and uv. The second function penalizes the
first function by preventing configurations where triangles would
overlap. For every surface there is a mix between these two
functions that will give the appropriate response. Values closer to
1.0 give more weight to the edge length function. Values closer to
0.0 give more weight to surface area. The default value of '0.5' is
a even mix between these two values. 

optimizeAxis(oa) 
int 


Degree of freedom for optimization 0=Optimize freely, 1=Move
vertically only, 2=Move horzontally only 
