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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.
None
poly, uv, map, placement
polyClipboard, polyCylindricalProjection, polyEditUV, polyForceUV, polyMapCut, polyMapDel, polyMapSew, polyMoveFacetUV, polyMoveUV, polyPlanarProjection, polyProjection, polySphericalProjection, polyUVSet
flipReversed, gridU, gridV, layout, layoutMethod, offsetU, offsetV, percentageSpace, prescale, rotateForBestFit, scale, sizeU, sizeV, uvSetName
Long name (short name) |
Argument types |
Properties |
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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gridU(gu)
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int
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gridV(gv)
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int
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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.
3 Layout the pieces in grids.
4 Layout the pieces in nearest regions.
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layoutMethod(lm)
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int
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// -lm/layoutMethod layoutMethod integer
// (C, E, Q) Which layout method to use:
// 0 Block Stacking.
// 1 Shape Stacking.
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offsetU(ou)
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float
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Offset the layout in the U direction by the given value.
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offsetV(ov)
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float
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Offset the layout in the V direction by the given value.
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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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prescale(psc)
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int
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Prescale the shell before laying it out.
0 No scale is applied.
1 Object space scaling applied.
2 World space scaling applied.
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rotateForBestFit(rbf)
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int
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How to rotate the pieces, before move:
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:
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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sizeU(su)
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float
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Scale the layout in the U direction by the given value.
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sizeV(sv)
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float
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Scale the layout in the V direction by the given value.
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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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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 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 )