Go to: Synopsis. Return value. Flags. Python examples.
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.
In query mode, return type is based on queried flag.
caching, constructionHistory, flipReversed, layout, layoutMethod, name, nodeState, percentageSpace, rotateForBestFit, scale, separate, worldSpace
| Long name (short name) |
Argument types |
Properties |
|
| Common flags |
constructionHistory(ch)
|
boolean
|
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|
Turn the construction history on or off.
|
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flipReversed(fr)
|
boolean
|
 
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|
If this flag is turned on, the reversed UV pieces are fliped.
|
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layout(l)
|
int
|
 
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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.
|
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layoutMethod(lm)
|
int
|
 
|
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Which layout method to use:
0 Block Stacking.
1 Shape Stacking.
|
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name(n)
|
string
|
|
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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
|
 
|
|
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
|
 
|
|
0 No rotation is applied.
1 Only allow 90 degree rotations.
2 Allow free rotations.
|
|
scale(sc)
|
int
|
 
|
|
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
|
 
|
|
Which UV edges should be cut:
0 No cuts.
1 Cut only along folds.
2 Make all necessary cuts to avoid all intersections.
|
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worldSpace(ws)
|
boolean
|
 
|
|
If true, performs the operation in world space coordinates as
opposed to local space.
|
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| Advanced flags |
caching(cch)
|
boolean
|
 
|
|
Modifies the node caching mode. See the node documentation for more information.
Note: For advanced users only.
|
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nodeState(nds)
|
int
|
 
|
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Modifies the node state. See the node documentation for more information.
Note: For advanced users only.
|
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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.
|
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 )