Projects a texture map onto an object, using several orthogonal projections simultaneously. The argument is a face selection list.
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| caching (cch) | bool | ||
| constructionHistory (ch) | bool |
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| layout (l) | int |
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| layoutMethod (lm) | int | ||
| name (n) | unicode |
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| nodeState (nds) | int | ||
| optimize (o) | int |
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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 |
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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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| planes (p) | int |
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| scale (sc) | int |
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| skipIntersect (si) | bool |
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| worldSpace (ws) | bool |
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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 off. Common flags |
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Derived from mel command maya.cmds.subdAutoProjection
Example:
import pymel.core as pm
# Create a subd sphere with default UVs.
mel.eval( "createSubdSphereProc" )
# Automatic projections with 6 planes.
pm.subdAutoProjection( 'subdivSphere1.smf[*][*]' )