Go to: Synopsis. Return value. Flags. Python examples.
polyLayoutUV([caching=boolean], [constructionHistory=boolean], [flipReversed=boolean], [layout=int], [layoutMethod=int], [name=string], [nodeState=int], [percentageSpace=float], [rotateForBestFit=int], [scale=int], [separate=int], [uvSetName=string], [worldSpace=boolean])
Note: Strings representing object names and arguments must be separated by commas. This is not depicted in the synopsis.
polyLayoutUV is undoable, queryable, and editable.
Move UVs in the texture plane to avoid overlaps.
In query mode, return type is based on queried flag.
caching, constructionHistory, flipReversed, layout, layoutMethod, name, nodeState, percentageSpace, rotateForBestFit, scale, separate, uvSetName, worldSpace
Long name (short name) |
Argument types |
Properties |
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flipReversed(fr)
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boolean
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If this flag is turned on, the reversed UV pieces are fliped.
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layout(l)
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int
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How to move the UV pieces, after cuts are applied:
0 No move is applied.
1 Layout the pieces along the U axis.
2 Layout the pieces in a square shape.
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layoutMethod(lm)
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int
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Which layout method to use:
0 Block Stacking.
1 Shape Stacking.
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percentageSpace(ps)
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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)
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int
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0 No rotation is applied.
1 Only allow 90 degree rotations.
2 Allow free rotations.
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scale(sc)
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int
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How to scale the pieces, after move and cuts:
0 No scale is applied.
1 Uniform scale to fit in unit square.
2 Non proportional scale to fit in unit square.
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separate(se)
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int
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Which UV edges should be cut:
0 No cuts.
1 Cut only along folds.
2 Make all necessary cuts to avoid all intersections.
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uvSetName(uvs)
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string
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Specifies the name of the uv set to edit uvs on. If not
specified will use the current uv set if it exists.
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worldSpace(ws)
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boolean
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If true, performs the operation in world space coordinates as
opposed to local space.
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Common flags |
caching(cch)
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boolean
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Toggle caching for all attributes so that no recomputation is needed.
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constructionHistory(ch)
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boolean
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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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name(n)
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string
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Give a name to the resulting node.
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nodeState(nds)
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int
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Defines how to evaluate the node.
- 0: Normal
- 1: PassThrough
- 2: Blocking
- 3: Internally disabled. Will return to Normal state when enabled
- 4: Internally disabled. Will return to PassThrough state when enabled
- 5: Internally disabled. Will return to Blocking state when enabled
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Flag can appear in Create mode of command
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Flag can appear in Edit mode of command
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Flag can appear in Query mode of command
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Flag can have multiple arguments, passed either as a tuple or a list.
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import maya.cmds as cmds
# Create a sphere.
cmds.polySphere( n='sph' )
# Use a plane projection on half the faces
cmds.select( 'sph.f[0:200]' )
cmds.polyProjection( type='Planar' )
# Layout all UVs in the texture plane.
cmds.polyLayoutUV( 'sph.f[*]', l=2, fr=True, se=2, sc=1 )