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Synopsis

unfold([applyToShell=boolean], [areaWeight=float], [globalBlend=float], [globalMethodBlend=float], [iterations=int], [optimizeAxis=int], [pinSelected=boolean], [pinUvBorder=boolean], [scale=float], [stoppingThreshold=float], [useScale=boolean])

Note: Strings representing object names and arguments must be separated by commas. This is not depicted in the synopsis.

unfold is undoable, NOT queryable, and NOT editable.

None

Return value

int the number of relaxation iterations carried out

Keywords

poly, uv, map, border, relax

Related

polyClipboard, polyCylindricalProjection, polyEditUV, polyForceUV, polyMapCut, polyMapDel, polyMapSew, polyMoveFacetUV, polyMoveUV, polyPlanarProjection, polyProjection, polySphericalProjection, polyUVSet

Flags

applyToShell, areaWeight, globalBlend, globalMethodBlend, iterations, optimizeAxis, pinSelected, pinUvBorder, scale, stoppingThreshold, useScale
Long name (short name) Argument types Properties
iterations(i) int create
Maximum number of iterations for each connected UV piece.
stoppingThreshold(ss) float create
Minimum distorsion improvment between two steps in %.
useScale(us) boolean create
Adjust the scale or not.
scale(s) float create
Ratio between 2d and 3d space.
areaWeight(aw) float create
Surface driven importance. 0 treat all faces equal. 1 gives more importance to large ones.
pinUvBorder(pub) boolean create
Specifies that the UV border should be pinned when doing the solve. By default only unselected components are pinned.
pinSelected(ps) boolean create
Specifies that the selected components should be pinned instead the unselected components.
applyToShell(applyToShell) boolean create
Specifies that the selected components should be only work on shells that have something have been selected or pinned.
globalBlend(gb) float create
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 create
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 create
Degree of freedom for optimization 0=Optimize freely, 1=Move vertically only, 2=Move horzontally only

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 have multiple arguments, passed either as a tuple or a list.

Python examples

import maya.cmds as cmds

# Create a sphere and select it.
cmds.polySphere()
# Optimise the position of some Uvs
cmds.unfold( 'pSphere1.map[189:398]' )