pymel.core.nodetypes.SubdLayoutUV

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class SubdLayoutUV(*args, **kwargs)

class counterpart of mel function subdLayoutUV

Move UVs in the texture plane to avoid overlaps.

MAttrClass = Enum( EnumValue('MAttrClass', 1, 'localDynamicAttr'), EnumValue('MAttrClass', 2, 'normalAttr'), EnumValue('MAttrClass', 3, 'extensionAttr'), EnumValue('MAttrClass', 4, 'invalidAttr'))
MdgTimerMetric = Enum( EnumValue('MdgTimerMetric', 0, 'metric_callback'), EnumValue('MdgTimerMetric', 1, 'metric_compute'), EnumValue('MdgTimerMetric', 2, 'metric_dirty'), EnumValue('MdgTimerMetric', 3, 'metric_draw'), EnumValue('MdgTimerMetric', 4, 'metric_fetch'), EnumValue('MdgTimerMetric', 5, 'metric_callbackViaAPI'), EnumValue('MdgTimerMetric', 6, 'metric_callbackNotViaAPI'), EnumValue('MdgTimerMetric', 7, 'metric_computeDuringCallback'), EnumValue('MdgTimerMetric', 8, 'metric_computeNotDuringCallback'), EnumValue('MdgTimerMetric', 9, 'metrics'))
MdgTimerState = Enum( EnumValue('MdgTimerState', 0, 'off'), EnumValue('MdgTimerState', 1, 'on'), EnumValue('MdgTimerState', 2, 'uninitialized'), EnumValue('MdgTimerState', 3, 'invalidState'))
MdgTimerType = Enum( EnumValue('MdgTimerType', 0, 'type_self'), EnumValue('MdgTimerType', 1, 'type_inclusive'), EnumValue('MdgTimerType', 2, 'type_count'), EnumValue('MdgTimerType', 3, 'types'))
getCaching(**kwargs)

Toggle caching for all attributes so that no recomputation is needed

Derived from mel command maya.cmds.subdLayoutUV

getFlipReversed(**kwargs)

If this flag is turned on, the reversed UV pieces are fliped.

Derived from mel command maya.cmds.subdLayoutUV

getLayout(**kwargs)

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.

Derived from mel command maya.cmds.subdLayoutUV

getLayoutMethod(**kwargs)

Which layout method to use: 0 Block Stacking. 1 Shape Stacking.

Derived from mel command maya.cmds.subdLayoutUV

getNodeState(**kwargs)

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 Common flags

Derived from mel command maya.cmds.subdLayoutUV

getPercentageSpace(**kwargs)

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.

Derived from mel command maya.cmds.subdLayoutUV

getRotateForBestFit(**kwargs)

0 No rotation is applied. 1 Only allow 90 degree rotations. 2 Allow free rotations.

Derived from mel command maya.cmds.subdLayoutUV

getScale(**kwargs)

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.

Derived from mel command maya.cmds.subdLayoutUV

getSeparate(**kwargs)

Which UV edges should be cut: 0 No cuts. 1 Cut only along folds. 2 Make all necessary cuts to avoid all intersections.

Derived from mel command maya.cmds.subdLayoutUV

getWorldSpace(**kwargs)

If true, performs the operation in world space coordinates as opposed to local space. Flag can have multiple arguments, passed either as a tuple or a list.

Derived from mel command maya.cmds.subdLayoutUV

setCaching(val=True, **kwargs)

Toggle caching for all attributes so that no recomputation is needed

Derived from mel command maya.cmds.subdLayoutUV

setFlipReversed(val=True, **kwargs)

If this flag is turned on, the reversed UV pieces are fliped.

Derived from mel command maya.cmds.subdLayoutUV

setLayout(val=True, **kwargs)

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.

Derived from mel command maya.cmds.subdLayoutUV

setLayoutMethod(val=True, **kwargs)

Which layout method to use: 0 Block Stacking. 1 Shape Stacking.

Derived from mel command maya.cmds.subdLayoutUV

setNodeState(val=True, **kwargs)

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 Common flags

Derived from mel command maya.cmds.subdLayoutUV

setPercentageSpace(val=True, **kwargs)

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.

Derived from mel command maya.cmds.subdLayoutUV

setRotateForBestFit(val=True, **kwargs)

0 No rotation is applied. 1 Only allow 90 degree rotations. 2 Allow free rotations.

Derived from mel command maya.cmds.subdLayoutUV

setScale(val=True, **kwargs)

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.

Derived from mel command maya.cmds.subdLayoutUV

setSeparate(val=True, **kwargs)

Which UV edges should be cut: 0 No cuts. 1 Cut only along folds. 2 Make all necessary cuts to avoid all intersections.

Derived from mel command maya.cmds.subdLayoutUV

setWorldSpace(val=True, **kwargs)

If true, performs the operation in world space coordinates as opposed to local space. Flag can have multiple arguments, passed either as a tuple or a list.

Derived from mel command maya.cmds.subdLayoutUV