Move UVs in the texture plane to avoid overlaps.
Flags:
Long Name / Short Name | Argument Types | Properties | |
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caching / cch | bool | ||
constructionHistory / ch | bool | ||
flipReversed / fr | bool | ![]() ![]() ![]() |
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frozen / fzn | bool | ||
layout / l | int | ![]() ![]() ![]() |
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layoutMethod / lm | int | ![]() ![]() ![]() |
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name / n | unicode | ||
nodeState / nds | int | ||
percentageSpace / ps | 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 | int | ![]() ![]() ![]() |
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scale / sc | int | ![]() ![]() ![]() |
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separate / se | int | ![]() ![]() ![]() |
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worldSpace / ws | bool | ![]() ![]() ![]() |
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If true, performs the operation in world space coordinates as opposed to local space. Flag can have multiple arguments, passed either as a tuple or a list. |
Derived from mel command maya.cmds.subdLayoutUV
Example:
import pymel.core as pm
# Create a cube
mel.eval( "createSubdCubeProc" )
# Layout all UVs in the texture plane.
pm.subdLayoutUV( 'subdivCube1.smf[*][*]', l=2, fr=True, se=2, sc=1 )