pymel.core.modeling.polyNormalizeUV

polyNormalizeUV(*args, **kwargs)

Normalizes the UVs of input polyFaces. The existing UVs of the faces are normalized between 0 and 1.

Flags:

Long Name / Short Name Argument Types Properties
caching / cch bool ../../../_images/create.gif ../../../_images/edit.gif
  Toggle caching for all attributes so that no recomputation is needed.
centerOnTile / cot bool  
   
constructionHistory / ch bool ../../../_images/create.gif ../../../_images/query.gif
  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.
createNewMap / cm bool ../../../_images/create.gif ../../../_images/query.gif
  Create a new UV set, as opposed to editing the current one, or the one given by the uvSetName flag.
frozen / fzn bool  
   
insertBeforeDeformers / ibd bool ../../../_images/create.gif
  This flag specifies if the polyNormalizeUV node should be inserted before or after deformer nodes already applied to the shape. Inserting the node after the deformer leads to texture swimming during animation and is most often undesirable. C: Default is on.
name / n unicode ../../../_images/create.gif
  Give a name to the resulting node.
nodeState / nds int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  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.
normalizeType / nt int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Options for normalize. 0Separate1CollectiveC: Default is 1. Q: When queried returns an int.
preserveAspectRatio / pa bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Scale uniform along u and v. C: Default is on. Q: When queried returns an int.
uvSetName / uvs unicode ../../../_images/create.gif ../../../_images/query.gif
  Specifies the name of the UV set to edit uvs on. If not specified will use the current UV set if it exists. When createNewMap is on, the name is used to generate a new unique UV set name. Common flags
worldSpace / ws bool  
   

Derived from mel command maya.cmds.polyNormalizeUV

Example:

import pymel.core as pm

# Create a poly sphere with default UVs.
pm.polySphere( n='sph' )

# rescale it
pm.polyEditUV('sph.map[*]', pu=0.5, pv=0.5, su=1.5, sv=1.5)

# normalize the UV values of all the faces
pm.polyNormalizeUV( 'sph.f[*]' )