pymel.core.modeling.subdLayoutUV

subdLayoutUV(*args, **kwargs)

Move UVs in the texture plane to avoid overlaps.

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.
flipReversed / fr bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  If this flag is turned on, the reversed UV pieces are fliped.
frozen / fzn bool  
   
layout / l int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  How to move the UV pieces, after cuts are applied: 0 No move is applied. 1 Layout the pieces along the U axis. 2 Layout the pieces 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.
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.
rotateForBestFit / rbf int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  0 No rotation is applied. 1 Only allow 90 degree rotations. 2 Allow free rotations.
scale / sc int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  How to scale the pieces, after move and cuts: 0 No scale is applied. 1 Uniform scale to fit in unit square. 2 Non proportional scale to fit in unit square.
separate / se int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Which UV edges should be cut: 0 No cuts. 1 Cut only along folds. 2 Make all necessary cuts to avoid all intersections.
worldSpace / ws bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  If true, performs the operation in world space coordinates as opposed to local space. Advanced flags

Derived from mel command maya.cmds.subdLayoutUV

Example:

import pymel.core as pm

# Create a cube
mel.eval( "createSubdCubeProc" )

# Layout all UVs in the texture plane.
pm.subdLayoutUV( 'subdivCube1.smf[*][*]', l=2, fr=True, se=2, sc=1 )