pymel.core.modeling.polyLayoutUV¶
- polyLayoutUV(*args, **kwargs)¶
Move UVs in the texture plane to avoid overlaps.
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. flipReversed / fr bool If this flag is turned on, the reversed UV pieces are fliped. frozen / fzn bool gridU / gu int gridV / gv int layout / l int 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 Which layout method to use: 0 Block Stacking. 1 Shape Stacking. name / n unicode Give a name to the resulting node. nodeState / nds int Maya dependency nodes have 6 possible states. The Normal (0), HasNoEffect (1), and Blocking (2)states can be used to alter how the graph is evaluated. The Waiting-Normal (3), Waiting-HasNoEffect (4), Waiting-Blocking (5)are for internal use only. They temporarily shut off parts of the graph during interaction (e.g., manipulation). The understanding is that once the operation is done, the state will be reset appropriately, e.g. Waiting-Blockingwill reset back to Blocking. The Normaland Blockingcases apply to all nodes, while HasNoEffectis node specific; many nodes do not support this option. Plug-ins store state in the MPxNode::stateattribute. Anyone can set it or check this attribute. Additional details about each of these 3 states follow. StateDescriptionNormalThe normal node state. This is the default.HasNoEffectThe HasNoEffectoption (a.k.a. pass-through), is used in cases where there is an operation on an input producing an output of the same data type. Nearly all deformers support this state, as do a few other nodes. As stated earlier, it is not supported by all nodes. Its typical to implement support for the HasNoEffectstate in the nodes compute method and to perform appropriate operations. Plug-ins can also support HasNoEffect. The usual implementation of this state is to copy the input directly to the matching output without applying the algorithm in the node. For deformers, applying this state leaves the input geometry undeformed on the output. BlockingThis is implemented in the depend node base class and applies to all nodes. Blockingis applied during the evaluation phase to connections. An evaluation request to a blocked connection will return as failures, causing the destination plug to retain its current value. Dirty propagation is indirectly affected by this state since blocked connections are never cleaned. When a node is set to Blockingthe behavior is supposed to be the same as if all outgoing connections were broken. As long as nobody requests evaluation of the blocked node directly it wont evaluate after that. Note that a blocked node will still respond to getAttrrequests but a getAttron a downstream node will not reevaluate the blocked node. Setting the root transform of a hierarchy to Blockingwont automatically influence child transforms in the hierarchy. To do this, youd need to explicitly set all child nodes to the Blockingstate. For example, to set all child transforms to Blocking, you could use the following script. import maya.cmds as cmds def blockTree(root): nodesToBlock = [] for node in {child:1 for child in cmds.listRelatives( root, path=True, allDescendents=True )}.keys(): nodesToBlock += cmds.listConnections(node, source=True, destination=True ) for node in {source:1 for source in nodesToBlock}.keys(): cmds.setAttr( ‘%s.nodeState’ % node, 2 ) Applying this script would continue to draw objects but things would not be animated. Default:kdnNormal 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. rotateForBestFit / rbf int 0 No rotation is applied. 1 Only allow 90 degree rotations. 2 Allow free rotations. scale / sc int 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 Which UV edges should be cut: 0 No cuts. 1 Cut only along folds. 2 Make all necessary cuts to avoid all intersections. uvSetName / uvs unicode Name of the UV set to be created 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. Q: When queried, this flag returns an int. Flag can have multiple arguments, passed either as a tuple or a list. Derived from mel command maya.cmds.polyLayoutUV
Example:
import pymel.core as pm # Create a sphere. pm.polySphere( n='sph' ) # Use a plane projection on half the faces pm.select( 'sph.f[0:200]' ) pm.polyProjection( type='Planar' ) # Layout all UVs in the texture plane. pm.polyLayoutUV( 'sph.f[*]', l=2, fr=True, se=2, sc=1 )