Projects a map onto an object, using several orthogonal projections simultaneously.
Long name (short name) | Argument Types | Properties | |
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caching (cch) | bool | ||
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constructionHistory (ch) | bool | ||
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. |
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createNewMap (cm) | bool | ||
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insertBeforeDeformers (ibd) | bool | ||
This flag specifies if the projection node should be inserted before or after deformer nodes already applied to the shape. Inserting the projection after the deformer leads to texture swimming during animation and is most often undesirable. C: Default is on. Common flags |
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layout (l) | int | ||
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layoutMethod (lm) | int | ||
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name (n) | unicode | ||
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nodeState (nds) | int | ||
Defines how to evaluate the node. 0: Normal1: PassThrough2: Blocking3: Internally disabled. Will return to Normal state when enabled4: Internally disabled. Will return to PassThrough state when enabled5: Internally disabled. Will return to Blocking state when enabledFlag can have multiple arguments, passed either as a tuple or a list. |
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optimize (o) | int | ||
Use two different flavors for the cut generation. 0 Every face is assigned to the best plane. This optimizes the map distortion. 1 Small UV pieces are incorporated into larger ones, when the extra distortion introduced is reasonable. This tends to produce fewer UV pieces. |
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percentageSpace (ps) | float | ||
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. |
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pivot (pvt) | float, float, float | ||
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pivotX (pvx) | float | ||
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pivotY (pvy) | float | ||
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pivotZ (pvz) | float | ||
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planes (p) | int | ||
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projectBothDirections (pb) | bool | ||
This flag specifies which reference to use. If on: projections are mirrored on directly opposite faces. If off: projections are not mirrored on opposite faces. C: Default is off. Q: When queried, this flag returns an integer. Global Values |
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rotate (ro) | float, float, float | ||
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rotateX (rx) | float | ||
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rotateY (ry) | float | ||
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rotateZ (rz) | float | ||
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scale (s) | float, float, float | ||
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scaleMode (sc) | int | ||
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scaleX (sx) | float | ||
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scaleY (sy) | float | ||
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scaleZ (sz) | float | ||
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skipIntersect (si) | bool | ||
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translate (t) | float, float, float | ||
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translateX (tx) | float | ||
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translateY (ty) | float | ||
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translateZ (tz) | float | ||
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uvSetName (uvs) | unicode | ||
Specifies the name of the UV set to edit uvs on. If not specified will use the current UV set if it exists.When createNewMap is on, the name is used to generate a new unique UV set name. |
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worldSpace (ws) | bool | ||
This flag specifies which reference to use. If on: all geometrical values are taken in world reference. If off: all geometrical values are taken in object reference. C: Default is on. Q: When queried, this flag returns an integer. |
Derived from mel command maya.cmds.polyAutoProjection
Example:
import pymel.core as pm
# Create a plane with default UVs.
pm.polySphere( n='sph' )
# Automatic projections with 6 planes.
pm.polyAutoProjection( 'sphShape.f[*]' )