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Python examples.
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
int |
the number of relaxation iterations carried out |
poly, uv, map, border, relax
polyClipboard, polyCylindricalProjection,
polyEditUV, polyForceUV, polyMapCut, polyMapDel, polyMapSew, polyMoveFacetUV, polyMoveUV, polyPlanarProjection, polyProjection, polySphericalProjection,
polyUVSet
applyToShell, areaWeight, globalBlend, globalMethodBlend, iterations, optimizeAxis, pinSelected, pinUvBorder, scale,
stoppingThreshold, useScale
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(applyToShell) |
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 |
|
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. |
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]' )