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Synopsis

subdLayoutUV([caching=boolean], [constructionHistory=boolean], [flipReversed=boolean], [layout=int], [layoutMethod=int], [name=string], [nodeState=int], [percentageSpace=float], [rotateForBestFit=int], [scale=int], [separate=int], [worldSpace=boolean])

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

subdLayoutUV is undoable, queryable, and editable.

Move UVs in the texture plane to avoid overlaps.

Return value

stringThe node name.

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

Flags

caching, constructionHistory, flipReversed, layout, layoutMethod, name, nodeState, percentageSpace, rotateForBestFit, scale, separate, worldSpace
Long name (short name) Argument types Properties
caching(cch) boolean createqueryedit
Toggle caching for all attributes so that no recomputation is needed
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
Common flags
constructionHistory(ch) boolean create
Turn the construction history on or off.
flipReversed(fr) boolean createqueryedit
If this flag is turned on, the reversed UV pieces are fliped.
layout(l) int createqueryedit
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.
layoutMethod(lm) int createqueryedit
Which layout method to use:
0 Block Stacking.
1 Shape Stacking.
name(n) string create
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.
percentageSpace(ps) float createqueryedit
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.
rotateForBestFit(rbf) int createqueryedit
0 No rotation is applied. 1 Only allow 90 degree rotations. 2 Allow free rotations.
scale(sc) int createqueryedit
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.
separate(se) int createqueryedit
Which UV edges should be cut:
0 No cuts.
1 Cut only along folds.
2 Make all necessary cuts to avoid all intersections.
worldSpace(ws) boolean createqueryedit
If true, performs the operation in world space coordinates as opposed to local space.

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 cube
mel.eval( "createSubdCubeProc" )

# Layout all UVs in the texture plane.
cmds.subdLayoutUV( 'subdivCube1.smf[*][*]', l=2, fr=True, se=2, sc=1 )