Move UVs in the texture plane to avoid overlaps.
Long name (short name) | Argument Types | Properties | |
---|---|---|---|
caching (cch) | bool | ||
constructionHistory (ch) | bool | ||
flipReversed (fr) | bool | ||
|
|||
layout (l) | int | ||
|
|||
layoutMethod (lm) | int | ||
|
|||
name (n) | unicode | ||
nodeState (nds) | int | ||
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. |
|||
rotateForBestFit (rbf) | int | ||
|
|||
scale (sc) | int | ||
|
|||
separate (se) | int | ||
|
|||
worldSpace (ws) | bool | ||
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. |
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 )