polyLayoutUV is undoable, queryable, and editable.
Move UVs in the texture plane to avoid overlaps.
In query mode, return type is based on queried flag.
Long name (short name) |
Argument types |
Properties |
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Common poly modifier operation flags |
-caching(-cch)
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boolean
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Toggle caching for all attributes so that no recomputation is needed
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-constructionHistory(-ch)
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boolean
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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.
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-flipReversed(-fr)
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boolean
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If this flag is turned on, the reversed UV pieces are fliped.
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-layout(-l)
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int
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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.
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-layoutMethod(-lm)
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int
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Which layout method to use:
0 Block Stacking.
1 Shape Stacking.
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-name(-n)
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string
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Give a name to the resulting node.
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-nodeState(-nds)
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int
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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-Blocking will reset
back to Blocking.
The Normal and Blocking cases apply to all nodes, while
HasNoEffect is node specific; many nodes do not support this option.
Plug-ins store state in the MPxNode::state attribute. Anyone can set
it or check this attribute. Additional details about each of these 3 states follow.
State |
Description |
Normal |
The normal node state. This is the default. |
HasNoEffect |
The HasNoEffect option (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.
It’s typical to implement support for the HasNoEffect state in
the node’s 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.
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Blocking |
This is implemented in the depend node base class and applies to all nodes.
Blocking is 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 Blocking the 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 won’t evaluate after that. Note that a blocked
node will still respond to getAttr requests but a getAttr on a
downstream node will not reevaluate the blocked node.
Setting the root transform of a hierarchy to Blocking won’t automatically
influence child transforms in the hierarchy. To do this, you’d need to
explicitly set all child nodes to the Blocking state.
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.
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Default: kdnNormal
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-percentageSpace(-ps)
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float
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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.
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-rotateForBestFit(-rbf)
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int
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0 No rotation is applied.
1 Only allow 90 degree rotations.
2 Allow free rotations.
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-scale(-sc)
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int
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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.
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-separate(-se)
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int
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Which UV edges should be cut:
0 No cuts.
1 Cut only along folds.
2 Make all necessary cuts to avoid all intersections.
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-uvSetName(-uvs)
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string
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Name of the UV set to be created
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-worldSpace(-ws)
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boolean
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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.
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