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 Modifies the node caching mode. See the node documentation for more information. Note:For advanced users only. constructionHistory / ch bool Turn the construction history on or off. frozen / fzn bool layout / l int 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 Which layout method to use: 0 Block Stacking. 1 Shape Stacking. name / n unicode 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 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 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. planes / p int Number of intermediate projections used. Valid numbers are 4, 5, 6, 8, and 12. C: Default is 6. scale / 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. 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. 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 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[*][*]' )