Merge UVs of an object based on their distance. UVs are merge only if they belong to the same 3D vertex.
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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distance (d) | float | ||
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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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uvSetName (uvs) | unicode | ||
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worldSpace (ws) | bool | ||
Derived from mel command maya.cmds.polyMergeUV
Example:
import pymel.core as pm
# Create a poly cube
pm.polyCube()
pm.select( 'pCube1.map[4]', 'pCube1.map[13]', r=True )
# Merge two UVs
pm.polyMergeUV()