Long name (short name) 
Argument types 
Properties 
applyToShell(as)

boolean



Specifies that the selected components should be only work on shells that
have something have been selected or pinned.


areaWeight(aw)

float



Surface driven importance. 0 treat all faces equal. 1 gives more importance to large ones.


globalBlend(gb)

float



This allows the user to blend between a local optimization method
(globalBlend = 0.0) and a global optimization method
(globalBlend = 1.0). The local optimization method looks at the
ratio between the triangles on the object and the triangles in UV
space. It has a side affect that it can sometimes introduce tapering
problems. The global optimization is much slower, but takes into
consideration the entire object when optimizing uv placement.


globalMethodBlend(gmb)

float



The global optimization method uses two functions to compute
a minimization. The first function controls edge
stretch by using edges lengths between xyz and uv. The second
function penalizes the first function by preventing
configurations where triangles would overlap. For every surface
there is a mix between these two functions that will give the
appropriate response. Values closer to 1.0 give more weight to
the edge length function. Values closer to 0.0 give more weight to
surface area. The default value of '0.5' is a even mix
between these two values.


iterations(i)

int



Maximum number of iterations for each connected UV piece.


optimizeAxis(oa)

int



Degree of freedom for optimization
0=Optimize freely, 1=Move vertically only, 2=Move horzontally only


pinSelected(ps)

boolean



Specifies that the selected components should be pinned instead
the unselected components.


pinUvBorder(pub)

boolean



Specifies that the UV border should be pinned when doing the solve.
By default only unselected components are pinned.


scale(s)

float



Ratio between 2d and 3d space.


stoppingThreshold(ss)

float



Minimum distorsion improvement between two steps in %.


useScale(us)

boolean


