Move UVs in the texture plane to avoid overlaps.
| Long name (short name) | Argument Types | Properties | |
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| caching (cch) | bool | ||
| constructionHistory (ch) | bool | ||
| flipReversed (fr) | bool |
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| layout (l) | int |
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| layoutMethod (lm) | int |
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| name (n) | unicode | ||
| nodeState (nds) | int | ||
| 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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| rotateForBestFit (rbf) | int |
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| scale (sc) | int |
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| separate (se) | int |
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| worldSpace (ws) | bool |
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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. |
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Derived from mel command maya.cmds.subdLayoutUV
Example:
import pymel.core as pm
# Create a cube
mel.eval( "createSubdCubeProc" )
# Layout all UVs in the texture plane.
pm.subdLayoutUV( 'subdivCube1.smf[*][*]', l=2, fr=True, se=2, sc=1 )