pymel.core.modeling.polyUVRectangle¶
- polyUVRectangle(*args, **kwargs)¶
Given two vertices, does one of the following: 1) If the vertices define opposite corners of a rectangular area of quads, assigns a grid of UVs spanning the 0-1 area to that rectangle. 2) If the vertices define an edge in a rectangular and topologically cylindrical area of quads, assigns UVs spanning the 0-1 area to that cylindrical patch, using the defined edge as the U=0 edge.
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. frozen / fzn bool 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. Derived from mel command maya.cmds.polyUVRectangle
Example:
import pymel.core as pm # Opening up the textureView will make this example much easier to visualize. # make a cylinder pm.polyCylinder( r=1, h=2, sx=20, sy=10, sz=1, ax=(0,1,0), rcp=0, cuv=3, ch=1 ) # map a 3x2 area of faces to the 0-1 UV square pm.polyUVRectangle( 'pCylinderShape1.vtx[115]', 'pCylinderShape1.vtx[57]' ) # map a 2x20 ring of faces to the 0-1 UV square pm.polyUVRectangle( 'pCylinderShape1.vtx[136]', 'pCylinderShape1.vtx[176]' )