pymel.core.modeling.polyAutoProjection¶
- polyAutoProjection(*args, **kwargs)¶
Projects a map onto an object, using several orthogonal projections simultaneously.
Flags:
Long Name / Short Name Argument Types Properties caching / cch bool Toggle caching for all attributes so that no recomputation is needed. constructionHistory / ch bool 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 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 This flag specifies if the projection node should be inserted before or after deformer nodes already applied to the shape. Inserting the projection after the deformer leads to texture swimming during animation and is most often undesirable. C: Default is on. layout / l int What layout algorithm should be used: 0 UV pieces are set to no layout. 1 UV pieces are aligned along the U axis. 2 UV pieces are moved in a square shape. layoutMethod / lm int Set which layout method to use: 0 Block Stacking. 1 Shape Stacking. name / n unicode Give a name to the resulting node. nodeState / nds int 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 enabledGlobal Values optimize / o int Use two different flavors for the cut generation. 0 Every face is assigned to the best plane. This optimizes the map distortion. 1 Small UV pieces are incorporated into larger ones, when the extra distortion introduced is reasonable. This tends to produce fewer UV pieces. 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. pivot / pvt float, float, float This flag specifies the pivot for scaling and rotation. C: Default is 0.0 0.0 0.0. Q: When queried, this flag returns a float[3]. pivotX / pvx float This flag specifies the X pivot for scaling and rotation. C: Default is 0.0. Q: When queried, this flag returns a float. pivotY / pvy float This flag specifies the Y pivot for scaling and rotation. C: Default is 0.0. Q: When queried, this flag returns a float. pivotZ / pvz float This flag specifies the Z pivot for scaling and rotation. C: Default is 0.0. Q: When queried, this flag returns a float. planes / p int Number of intermediate projections used. Valid numbers are 4, 5, 6, 8, and 12. C: Default is 6. projectBothDirections / pb bool This flag specifies which reference to use. If on: projections are mirrored on directly opposite faces. If off: projections are not mirrored on opposite faces. C: Default is off. Q: When queried, this flag returns an integer. rotate / ro float, float, float This flag specifies the rotation angles around X, Y, Z. C: Default is 0.0 0.0 0.0. Q: When queried, this flag returns a float[3]. rotateX / rx float This flag specifies the rotation angle around X. C: Default is 0.0. Q: When queried, this flag returns a float. rotateY / ry float This flag specifies the rotation angle around Y. C: Default is 0.0. Q: When queried, this flag returns a float. rotateZ / rz float This flag specifies the rotation angle around Z. C: Default is 0.0. Q: When queried, this flag returns a float. scale / s float, float, float This flag specifies the scaling vector. C: Default is 1.0 1.0 1.0. Q: When queried, this flag returns a float[3]. scaleMode / sc int How to scale the pieces, after projections: 0 No scale is applied. 1 Uniform scale to fit in unit square. 2 Non proportional scale to fit in unit square. scaleX / sx float This flag specifies X for scaling vector. C: Default is 1.0. Q: When queried, this flag returns a float. scaleY / sy float This flag specifies Y for scaling vector. C: Default is 1.0. Q: When queried, this flag returns a float. scaleZ / sz float This flag specifies Z for scaling vector. C: Default is 1.0. Q: When queried, this flag returns a float. skipIntersect / si bool When on, self intersection of UV pieces are not tested. This makes the projection faster and produces fewer pieces, but may lead to overlaps in UV space. translate / t float, float, float This flag specifies the translation vector. C: Default is 0.0 0.0 0.0. Q: When queried, this flag returns a float[3]. translateX / tx float This flag specifies the X translation vector. C: Default is 0.0. Q: When queried, this flag returns a float. translateY / ty float This flag specifies the Y translation vector. C: Default is 0.0. Q: When queried, this flag returns a float. translateZ / tz float This flag specifies the Z translation vector. C: Default is 0.0. Q: When queried, this flag returns a float. Flag can have multiple arguments, passed either as a tuple or a list. uvSetName / uvs unicode 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. worldSpace / ws bool This flag specifies which reference to use. If on: all geometrical values are taken in world reference. If off: all geometrical values are taken in object reference. C: Default is on. Q: When queried, this flag returns an integer. Common flags Derived from mel command maya.cmds.polyAutoProjection
Example:
import pymel.core as pm # Create a plane with default UVs. pm.polySphere( n='sph' ) # Automatic projections with 6 planes. pm.polyAutoProjection( 'sphShape.f[*]' )