pymel.core.modeling.polyMergeUV¶
- polyMergeUV(*args, **kwargs)¶
Merge UVs of an object based on their distance. UVs are merge only if they belong to the same 3D vertex.
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. distance / d float
This flag specifies the maximum distance to merge UVs. C: Default is 0.0. Q: When queried, this flag returns a double. 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. uvSetName / uvs unicode
Specifies the name of the uv set to edit uvs on. If not specified will use the current uv set if it exists. Common flags worldSpace / ws bool Derived from mel command maya.cmds.polyMergeUV
Example:
import pymel.core as pm # Create a poly cube pm.polyCube() pm.select( 'pCube1.map[4]', 'pCube1.map[13]', r=True ) # Merge two UVs pm.polyMergeUV()