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Synopsis

polyOptUvs( selectionList , [applyToShell=boolean], [areaWeight=float], [caching=boolean], [constructionHistory=boolean], [globalBlend=float], [globalMethodBlend=float], [iterations=int], [name=string], [nodeState=int], [optimizeAxis=int], [pinSelected=boolean], [pinUvBorder=boolean], [scale=float], [stoppingThreshold=float], [useScale=boolean], [uvSetName=string], [worldSpace=boolean])

Note: Strings representing object names and arguments must be separated by commas. This is not depicted in the synopsis.

polyOptUvs is undoable, queryable, and editable.

Optimizes selected UVs.

Return value

stringThe node name.

In query mode, return type is based on queried flag.

Flags

applyToShell, areaWeight, caching, constructionHistory, globalBlend, globalMethodBlend, iterations, name, nodeState, optimizeAxis, pinSelected, pinUvBorder, scale, stoppingThreshold, useScale, uvSetName, worldSpace
Long name (short name) Argument types Properties
Common poly modifier operation flags
applyToShell(applyToShell) boolean create
Specifies where the whole object or just shells that are selected or pinned should be affected.
areaWeight(aw) float create
Surface driven importance. 0 treat all faces equal. 1 gives more importance to large ones.
caching(cch) boolean createqueryedit
Toggle caching for all attributes so that no recomputation is needed
constructionHistory(ch) boolean createquery
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.
globalBlend(gb) float create
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 create
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 create
Maximum number of iterations for each connected UV piece.
name(n) string create
Give a name to the resulting node.
nodeState(nds) int createqueryedit

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.

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.


Default: kdnNormal
optimizeAxis(oa) int create
Degree of freedom for optimization: 0=Optimize freely, 1=Move vertically only, 2=Move horzontally only
pinSelected(ps) boolean create
Specifies that the selected components should be pinned instead of the unselected components.
pinUvBorder(pub) boolean create
Specifies that the UV border should be pinned when doing the solve. By default only unselected components are pinned.
scale(s) float create
Ratio between 2d and 3d space.
stoppingThreshold(ss) float create
Minimum distorsion improvement between two steps in %.
useScale(us) boolean create
Adjust the scale or not.
uvSetName(uvs) string create
Name of the UV set to be created
worldSpace(ws) boolean createqueryedit
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 appear in Create mode of command Flag can appear in Edit mode of command
Flag can appear in Query mode of command Flag can have multiple arguments, passed either as a tuple or a list.

Python examples

import maya.cmds as cmds

# Create a sphere and select it.
cmds.polySphere()

# Optimise the position of some Uvs
cmds.polyOptUvs( 'pSphere1.map[189:398]' )