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Synopsis

polyMultiLayoutUV([flipReversed=boolean], [gridU=int], [gridV=int], [layout=int], [layoutMethod=int], [offsetU=float], [offsetV=float], [percentageSpace=float], [prescale=int], [rotateForBestFit=int], [scale=int], [sizeU=float], [sizeV=float], [uvSetName=string])

Note: Strings representing object names and arguments must be separated by commas. This is not depicted in the synopsis.

polyMultiLayoutUV is undoable, NOT queryable, and NOT editable.

place the UVs of the selected polygonal objects so that they do not overlap.

Return value

None

Keywords

poly, uv, map, placement

Related

polyClipboard, polyCylindricalProjection, polyEditUV, polyForceUV, polyMapCut, polyMapDel, polyMapSew, polyMoveFacetUV, polyMoveUV, polyPlanarProjection, polyProjection, polySphericalProjection, polyUVSet

Flags

flipReversed, gridU, gridV, layout, layoutMethod, offsetU, offsetV, percentageSpace, prescale, rotateForBestFit, scale, sizeU, sizeV, uvSetName
Long name (short name) Argument types Properties
flipReversed(fr) boolean create
If this flag is turned on, the reversed UV pieces are fliped.
gridU(gu) int create
The U size of the grids.
gridV(gv) int create
The V size of the grids.
layout(l) int create
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.
3 Layout the pieces in grids.
4 Layout the pieces in nearest regions.
layoutMethod(lm) int create
// -lm/layoutMethod layoutMethod integer // (C, E, Q) Which layout method to use: //
0 Block Stacking. //
1 Shape Stacking.
offsetU(ou) float create
Offset the layout in the U direction by the given value.
offsetV(ov) float create
Offset the layout in the V direction by the given value.
percentageSpace(ps) float create
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.
prescale(psc) int create
Prescale the shell before laying it out.
0 No scale is applied.
1 Object space scaling applied.
2 World space scaling applied.
rotateForBestFit(rbf) int create
How to rotate the pieces, before move:
0 No rotation is applied.
1 Only allow 90 degree rotations.
2 Allow free rotations.
scale(sc) int create
How to scale the pieces, after move:
0 No scale is applied.
1 Uniform scale to fit in unit square.
2 Non proportional scale to fit in unit square.
sizeU(su) float create
Scale the layout in the U direction by the given value.
sizeV(sv) float create
Scale the layout in the V direction by the given value.
uvSetName(uvs) string create
Specifies the name of the uv set to edit uvs on. If not specified will use the current uv set if it exists.

Flag can appear in Create mode of command Flag can appear in Edit mode of command
Flag can appear in Query mode of command Flag can have multiple arguments, passed either as a tuple or a list.

Python examples

import maya.cmds as cmds

# Create 3 objects with overlapping UVs
sphere = cmds.polySphere()
cylinder = cmds.polyCylinder()
torus = cmds.polyTorus()
cmds.polyAutoProjection( sphere[0], ibd=1, cm=0, l=2, sc=1, o=1, p=4, ps=0.2 )
cmds.polyAutoProjection( cylinder[0], ibd=1, cm=0, l=2, sc=1, o=1, p=4, ps=0.2 )
cmds.polyAutoProjection( torus[0], ibd=1, cm=0, l=2, sc=1, o=1, p=4, ps=0.2 )
cmds.select( sphere[0], cylinder[0], torus[0] )
# Layout the UVs in a square, allow free rotations, scale uniformly
cmds.polyMultiLayoutUV( scale=1, rotateForBestFit=2, layout=2 )