subdAutoProjection is undoable, queryable, and editable.
Projects a texture map onto an object, using several orthogonal projections
simultaneously.
In query mode, return type is based on queried flag.
Long name (short name) |
Argument types |
Properties |
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-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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-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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Common flags |
-constructionHistory(-ch)
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boolean
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Turn the construction history on or off.
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-layout(-l)
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int
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What layout algorithm should be used:
0 UV pieces are aligned along the U axis.
1 UV pieces are moved 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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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.
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-optimize(-o)
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int
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Use two different flavors for the cut generation.
0 Every face is assigned to the best plane. This optimizes the
map distortion.
1 Small UV pieces are incorporated into larger ones, when the
extra distortion introduced is reasonable. This tends to produce fewer
UV pieces.
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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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-planes(-p)
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int
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Number of intermediate projections used. Valid numbers
are 4, 5, 6, 8, and 12.
C: Default is 6.
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-scale(-sc)
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int
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How to scale the pieces, after projections:
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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-skipIntersect(-si)
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boolean
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When on, self intersection of UV pieces are not
tested. This makes the projection faster and produces fewer pieces,
but may lead to overlaps in UV space.
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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".
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