pymel.core.modeling.subdAutoProjection

subdAutoProjection(*args, **kwargs)

Projects a texture map onto an object, using several orthogonal projections simultaneously. The argument is a face selection list.

Flags:

Long Name / Short Name Argument Types Properties
caching / cch bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Modifies the node caching mode. See the node documentation for more information. Note:For advanced users only.
constructionHistory / ch bool ../../../_images/create.gif
  Turn the construction history on or off.
frozen / fzn bool  
   
layout / l int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  What layout algorithm should be used: 0 UV pieces are aligned along the U axis. 1 UV pieces are moved in a square shape.
layoutMethod / lm int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Which layout method to use: 0 Block Stacking. 1 Shape Stacking.
name / n unicode ../../../_images/create.gif
  Sets the name of the newly-created node. If it contains namespace path, the new node will be created under the specified namespace; if the namespace does not exist, it will be created.
nodeState / nds int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Modifies the node state. See the node documentation for more information. Note:For advanced users only. Flag can have multiple arguments, passed either as a tuple or a list.
optimize / o int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  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 ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  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.
planes / p int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Number of intermediate projections used. Valid numbers are 4, 5, 6, 8, and 12. C: Default is 6.
scale / sc int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  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.
skipIntersect / si bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  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.
worldSpace / ws bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  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 off. Advanced flags

Derived from mel command maya.cmds.subdAutoProjection

Example:

import pymel.core as pm

# Create a subd sphere with default UVs.
mel.eval( "createSubdSphereProc" )

# Automatic projections with 6 planes.
pm.subdAutoProjection( 'subdivSphere1.smf[*][*]' )