Optimizes selected UVs.
Long name (short name) | Argument Types | Properties | |
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applyToShell (applyToShell) | bool | ||
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areaWeight (aw) | float | ||
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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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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. |
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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. |
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iterations (i) | 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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optimizeAxis (oa) | int | ||
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pinSelected (ps) | bool | ||
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pinUvBorder (pub) | bool | ||
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scale (s) | float | ||
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stoppingThreshold (ss) | float | ||
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useScale (us) | bool | ||
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uvSetName (uvs) | unicode | ||
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worldSpace (ws) | bool | ||
Derived from mel command maya.cmds.polyOptUvs
Example:
import pymel.core as pm
# Create a sphere and select it.
pm.polySphere()
# Optimise the position of some Uvs
pm.polyOptUvs( 'pSphere1.map[189:398]' )