Performs a contour stretch UV projection onto an object.
Flags:
Long Name / Short Name | Argument Types | Properties | |
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caching / cch | bool | ![]() ![]() |
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constructionHistory / ch | bool | ![]() ![]() |
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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. |
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createNewMap / cm | bool | ![]() ![]() ![]() |
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flipRails / fr | bool | ![]() ![]() ![]() |
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frozen / fzn | bool | ||
insertBeforeDeformers / ibd | bool | ![]() |
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This flag specifies if the projection node should be inserted before or after deformer nodes already applied to the shape. Inserting the projection after the deformer leads to texture swimming during animation and is most often undesirable. C: Default is on. |
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method / m | int | ![]() ![]() ![]() |
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name / n | unicode | ![]() |
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nodeState / nds | int | ![]() ![]() ![]() |
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Defines how to evaluate the node. 0: Normal1: PassThrough2: Blocking3: Internally disabled. Will return to Normal state when enabled4: Internally disabled. Will return to PassThrough state when enabled5: Internally disabled. Will return to Blocking state when enabledFlag can have multiple arguments, passed either as a tuple or a list. |
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offset0 / o0 | float | ![]() ![]() ![]() |
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offset1 / o1 | float | ![]() ![]() ![]() |
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offset2 / o2 | float | ![]() ![]() ![]() |
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offset3 / o3 | float | ![]() ![]() ![]() |
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reduceShear / rs | float | ![]() ![]() ![]() |
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smoothness0 / s0 | float | ![]() ![]() ![]() |
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smoothness1 / s1 | float | ![]() ![]() ![]() |
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smoothness2 / s2 | float | ![]() ![]() ![]() |
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smoothness3 / s3 | float | ![]() ![]() ![]() |
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userDefinedCorners / udc | bool | ![]() ![]() ![]() |
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uvSetName / uvs | unicode | ||
worldSpace / ws | bool | ![]() ![]() ![]() |
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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. Q: When queried, this flag returns an int. |
Derived from mel command maya.cmds.polyContourProjection