pymel.core.nodetypes.SubdLayoutUV

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class SubdLayoutUV(*args, **kwargs)

class counterpart of mel function subdLayoutUV

Move UVs in the texture plane to avoid overlaps.

getFlipReversed(**kwargs)

If this flag is turned on, the reversed UV pieces are fliped.

Derived from mel command maya.cmds.subdLayoutUV

getLayout(**kwargs)

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.

Derived from mel command maya.cmds.subdLayoutUV

getLayoutMethod(**kwargs)

Which layout method to use: 0 Block Stacking. 1 Shape Stacking.

Derived from mel command maya.cmds.subdLayoutUV

getPercentageSpace(**kwargs)

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.

Derived from mel command maya.cmds.subdLayoutUV

getRotateForBestFit(**kwargs)

0 No rotation is applied. 1 Only allow 90 degree rotations. 2 Allow free rotations.

Derived from mel command maya.cmds.subdLayoutUV

getScale(**kwargs)

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.

Derived from mel command maya.cmds.subdLayoutUV

getSeparate(**kwargs)

Which UV edges should be cut: 0 No cuts. 1 Cut only along folds. 2 Make all necessary cuts to avoid all intersections.

Derived from mel command maya.cmds.subdLayoutUV

getWorldSpace(**kwargs)

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

Derived from mel command maya.cmds.subdLayoutUV

setFlipReversed(val=True, **kwargs)

If this flag is turned on, the reversed UV pieces are fliped.

Derived from mel command maya.cmds.subdLayoutUV

setLayout(val=True, **kwargs)

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.

Derived from mel command maya.cmds.subdLayoutUV

setLayoutMethod(val=True, **kwargs)

Which layout method to use: 0 Block Stacking. 1 Shape Stacking.

Derived from mel command maya.cmds.subdLayoutUV

setPercentageSpace(val=True, **kwargs)

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.

Derived from mel command maya.cmds.subdLayoutUV

setRotateForBestFit(val=True, **kwargs)

0 No rotation is applied. 1 Only allow 90 degree rotations. 2 Allow free rotations.

Derived from mel command maya.cmds.subdLayoutUV

setScale(val=True, **kwargs)

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.

Derived from mel command maya.cmds.subdLayoutUV

setSeparate(val=True, **kwargs)

Which UV edges should be cut: 0 No cuts. 1 Cut only along folds. 2 Make all necessary cuts to avoid all intersections.

Derived from mel command maya.cmds.subdLayoutUV

setWorldSpace(val=True, **kwargs)

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

Derived from mel command maya.cmds.subdLayoutUV

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