pymel.core.modeling.polyOptUvs¶
- polyOptUvs(*args, **kwargs)¶
Optimizes selected UVs.
Flags:
Long Name / Short Name Argument Types Properties applyToShell / applyToShell bool Specifies where the whole object or just shells that are selected or pinned should be affected. areaWeight / aw float Surface driven importance. 0 treat all faces equal. 1 gives more importance to large ones. 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. frozen / fzn bool globalBlend / gb float This allows the user to blend between a local optimization method (globalBlend = 0.0) and a global optimization method (globalBlend = 1.0). The local optimization method looks at the ratio between the triangles on the object and the triangles in UV space. It has a side affect that it can sometimes introduce tapering problems. The global optimization is much slower, but takes into consideration the entire object when optimizing uv placement. globalMethodBlend / gmb float The global optimization method uses two functions to compute a minimization. The first function controls edge stretch by using edges lengths between xyz and uv. The second function penalizes the first function by preventing configurations where triangles would overlap. For every surface there is a mix between these two functions that will give the appropriate response. Values closer to 1.0 give more weight to the edge length function. Values closer to 0.0 give more weight to surface area. The default value of ‘0.5’ is a even mix between these two values. iterations / i int Maximum number of iterations for each connected UV piece. 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 enabledFlag can have multiple arguments, passed either as a tuple or a list. optimizeAxis / oa int Degree of freedom for optimization: 0=Optimize freely, 1=Move vertically only, 2=Move horzontally only pinSelected / ps bool Specifies that the selected components should be pinned instead of the unselected components. pinUvBorder / pub bool Specifies that the UV border should be pinned when doing the solve. By default only unselected components are pinned. scale / s float Ratio between 2d and 3d space. stoppingThreshold / ss float Minimum distorsion improvement between two steps in %. useScale / us bool Adjust the scale or not. uvSetName / uvs unicode Specifies name of the uv set to modify. Default is the current UV set. Common flags worldSpace / ws bool Derived from mel command maya.cmds.polyOptUvs
Example:
import pymel.core as pm # Create a sphere and select it. pm.polySphere() # Optimise the position of some Uvs pm.polyOptUvs( 'pSphere1.map[189:398]' )