Uv Operators

bpy.ops.uv.align(axis='ALIGN_AUTO')

Align selected UV vertices to an axis

Parameters

axis (enum in ['ALIGN_S', 'ALIGN_T', 'ALIGN_U', 'ALIGN_AUTO', 'ALIGN_X', 'ALIGN_Y'], (optional)) –

Axis, Axis to align UV locations on

  • ALIGN_S Straighten, Align UVs along the line defined by the endpoints.

  • ALIGN_T Straighten X, Align UVs along the line defined by the endpoints along the X axis.

  • ALIGN_U Straighten Y, Align UVs along the line defined by the endpoints along the Y axis.

  • ALIGN_AUTO Align Auto, Automatically choose the axis on which there is most alignment already.

  • ALIGN_X Align X, Align UVs on X axis.

  • ALIGN_Y Align Y, Align UVs on Y axis.

bpy.ops.uv.average_islands_scale()

Average the size of separate UV islands, based on their area in 3D space

bpy.ops.uv.cube_project(cube_size=1.0, correct_aspect=True, clip_to_bounds=False, scale_to_bounds=False)

Project the UV vertices of the mesh over the six faces of a cube

Parameters
  • cube_size (float in [0, inf], (optional)) – Cube Size, Size of the cube to project on

  • correct_aspect (boolean, (optional)) – Correct Aspect, Map UVs taking image aspect ratio into account

  • clip_to_bounds (boolean, (optional)) – Clip to Bounds, Clip UV coordinates to bounds after unwrapping

  • scale_to_bounds (boolean, (optional)) – Scale to Bounds, Scale UV coordinates to bounds after unwrapping

bpy.ops.uv.cursor_set(location=0.0, 0.0)

Set 2D cursor location

Parameters

location (float array of 2 items in [-inf, inf], (optional)) – Location, Cursor location in normalized (0.0-1.0) coordinates

bpy.ops.uv.cylinder_project(direction='VIEW_ON_EQUATOR', align='POLAR_ZX', radius=1.0, correct_aspect=True, clip_to_bounds=False, scale_to_bounds=False)

Project the UV vertices of the mesh over the curved wall of a cylinder

Parameters
  • direction (enum in ['VIEW_ON_EQUATOR', 'VIEW_ON_POLES', 'ALIGN_TO_OBJECT'], (optional)) –

    Direction, Direction of the sphere or cylinder

    • VIEW_ON_EQUATOR View on Equator, 3D view is on the equator.

    • VIEW_ON_POLES View on Poles, 3D view is on the poles.

    • ALIGN_TO_OBJECT Align to Object, Align according to object transform.

  • align (enum in ['POLAR_ZX', 'POLAR_ZY'], (optional)) –

    Align, How to determine rotation around the pole

    • POLAR_ZX Polar ZX, Polar 0 is X.

    • POLAR_ZY Polar ZY, Polar 0 is Y.

  • radius (float in [0, inf], (optional)) – Radius, Radius of the sphere or cylinder

  • correct_aspect (boolean, (optional)) – Correct Aspect, Map UVs taking image aspect ratio into account

  • clip_to_bounds (boolean, (optional)) – Clip to Bounds, Clip UV coordinates to bounds after unwrapping

  • scale_to_bounds (boolean, (optional)) – Scale to Bounds, Scale UV coordinates to bounds after unwrapping

bpy.ops.uv.export_layout(filepath='', export_all=False, modified=False, mode='PNG', size=1024, 1024, opacity=0.25, check_existing=True)

Export UV layout to file

Parameters
  • filepath (string, (optional, never None)) – filepath

  • export_all (boolean, (optional)) – All UVs, Export all UVs in this mesh (not just visible ones)

  • modified (boolean, (optional)) – Modified, Exports UVs from the modified mesh

  • mode (enum in ['SVG', 'EPS', 'PNG'], (optional)) –

    Format, File format to export the UV layout to

    • SVG Scalable Vector Graphic (.svg), Export the UV layout to a vector SVG file.

    • EPS Encapsulate PostScript (.eps), Export the UV layout to a vector EPS file.

    • PNG PNG Image (.png), Export the UV layout to a bitmap image.

  • size (int array of 2 items in [8, 32768], (optional)) – size, Dimensions of the exported file

  • opacity (float in [0, 1], (optional)) – Fill Opacity, Set amount of opacity for exported UV layout

  • check_existing (boolean, (optional)) – check_existing

File

addons/io_mesh_uv_layout/__init__.py:136

bpy.ops.uv.follow_active_quads(mode='LENGTH_AVERAGE')

Follow UVs from active quads along continuous face loops

Parameters

mode (enum in ['EVEN', 'LENGTH', 'LENGTH_AVERAGE'], (optional)) –

Edge Length Mode, Method to space UV edge loops

  • EVEN Even, Space all UVs evenly.

  • LENGTH Length, Average space UVs edge length of each loop.

  • LENGTH_AVERAGE Length Average, Average space UVs edge length of each loop.

File

startup/bl_operators/uvcalc_follow_active.py:276

bpy.ops.uv.hide(unselected=False)

Hide (un)selected UV vertices

Parameters

unselected (boolean, (optional)) – Unselected, Hide unselected rather than selected

bpy.ops.uv.lightmap_pack(PREF_CONTEXT='SEL_FACES', PREF_PACK_IN_ONE=True, PREF_NEW_UVLAYER=False, PREF_APPLY_IMAGE=False, PREF_IMG_PX_SIZE=512, PREF_BOX_DIV=12, PREF_MARGIN_DIV=0.1)

Pack each faces UV’s into the UV bounds

Parameters
  • PREF_CONTEXT (enum in ['SEL_FACES', 'ALL_FACES'], (optional)) –

    Selection

    • SEL_FACES Selected Faces, Space all UVs evenly.

    • ALL_FACES All Faces, Average space UVs edge length of each loop.

  • PREF_PACK_IN_ONE (boolean, (optional)) – Share Tex Space, Objects Share texture space, map all objects into 1 uvmap

  • PREF_NEW_UVLAYER (boolean, (optional)) – New UV Map, Create a new UV map for every mesh packed

  • PREF_APPLY_IMAGE (boolean, (optional)) – New Image, Assign new images for every mesh (only one if shared tex space enabled)

  • PREF_IMG_PX_SIZE (int in [64, 5000], (optional)) – Image Size, Width and Height for the new image

  • PREF_BOX_DIV (int in [1, 48], (optional)) – Pack Quality, Pre Packing before the complex boxpack

  • PREF_MARGIN_DIV (float in [0.001, 1], (optional)) – Margin, Size of the margin as a division of the UV

File

startup/bl_operators/uvcalc_lightmap.py:676

bpy.ops.uv.mark_seam(clear=False)

Mark selected UV edges as seams

Parameters

clear (boolean, (optional)) – Clear Seams, Clear instead of marking seams

bpy.ops.uv.minimize_stretch(fill_holes=True, blend=0.0, iterations=0)

Reduce UV stretching by relaxing angles

Parameters
  • fill_holes (boolean, (optional)) – Fill Holes, Virtual fill holes in mesh before unwrapping, to better avoid overlaps and preserve symmetry

  • blend (float in [0, 1], (optional)) – Blend, Blend factor between stretch minimized and original

  • iterations (int in [0, inf], (optional)) – Iterations, Number of iterations to run, 0 is unlimited when run interactively

bpy.ops.uv.pack_islands(rotate=True, margin=0.001)

Transform all islands so that they fill up the UV space as much as possible

Parameters
  • rotate (boolean, (optional)) – Rotate, Rotate islands for best fit

  • margin (float in [0, 1], (optional)) – Margin, Space between islands

bpy.ops.uv.pin(clear=False)

Set/clear selected UV vertices as anchored between multiple unwrap operations

Parameters

clear (boolean, (optional)) – Clear, Clear pinning for the selection instead of setting it

bpy.ops.uv.project_from_view(orthographic=False, camera_bounds=True, correct_aspect=True, clip_to_bounds=False, scale_to_bounds=False)

Project the UV vertices of the mesh as seen in current 3D view

Parameters
  • orthographic (boolean, (optional)) – Orthographic, Use orthographic projection

  • camera_bounds (boolean, (optional)) – Camera Bounds, Map UVs to the camera region taking resolution and aspect into account

  • correct_aspect (boolean, (optional)) – Correct Aspect, Map UVs taking image aspect ratio into account

  • clip_to_bounds (boolean, (optional)) – Clip to Bounds, Clip UV coordinates to bounds after unwrapping

  • scale_to_bounds (boolean, (optional)) – Scale to Bounds, Scale UV coordinates to bounds after unwrapping

bpy.ops.uv.remove_doubles(threshold=0.02, use_unselected=False)

Selected UV vertices that are within a radius of each other are welded together

Parameters
  • threshold (float in [0, 10], (optional)) – Merge Distance, Maximum distance between welded vertices

  • use_unselected (boolean, (optional)) – Unselected, Merge selected to other unselected vertices

bpy.ops.uv.reset()

Reset UV projection

bpy.ops.uv.reveal(select=True)

Reveal all hidden UV vertices

Parameters

select (boolean, (optional)) – Select

bpy.ops.uv.rip(mirror=False, release_confirm=False, use_accurate=False, location=0.0, 0.0)

Rip selected vertices or a selected region

Parameters
  • mirror (boolean, (optional)) – Mirror Editing

  • release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button

  • use_accurate (boolean, (optional)) – Accurate, Use accurate transformation

  • location (float array of 2 items in [-inf, inf], (optional)) – Location, Mouse location in normalized coordinates, 0.0 to 1.0 is within the image bounds

bpy.ops.uv.rip_move(UV_OT_rip=None, TRANSFORM_OT_translate=None)

Unstitch UV’s and move the result

Parameters
  • UV_OT_rip (UV_OT_rip, (optional)) – UV Rip, Rip selected vertices or a selected region

  • TRANSFORM_OT_translate (TRANSFORM_OT_translate, (optional)) – Move, Move selected items

bpy.ops.uv.seams_from_islands(mark_seams=True, mark_sharp=False)

Set mesh seams according to island setup in the UV editor

Parameters
  • mark_seams (boolean, (optional)) – Mark Seams, Mark boundary edges as seams

  • mark_sharp (boolean, (optional)) – Mark Sharp, Mark boundary edges as sharp

bpy.ops.uv.select(extend=False, deselect_all=False, location=0.0, 0.0)

Select UV vertices

Parameters
  • extend (boolean, (optional)) – Extend, Extend selection rather than clearing the existing selection

  • deselect_all (boolean, (optional)) – Deselect On Nothing, Deselect all when nothing under the cursor

  • location (float array of 2 items in [-inf, inf], (optional)) – Location, Mouse location in normalized coordinates, 0.0 to 1.0 is within the image bounds

bpy.ops.uv.select_all(action='TOGGLE')

Change selection of all UV vertices

Parameters

action (enum in ['TOGGLE', 'SELECT', 'DESELECT', 'INVERT'], (optional)) –

Action, Selection action to execute

  • TOGGLE Toggle, Toggle selection for all elements.

  • SELECT Select, Select all elements.

  • DESELECT Deselect, Deselect all elements.

  • INVERT Invert, Invert selection of all elements.

bpy.ops.uv.select_box(pinned=False, xmin=0, xmax=0, ymin=0, ymax=0, wait_for_input=True, mode='SET')

Select UV vertices using box selection

Parameters
  • pinned (boolean, (optional)) – Pinned, Border select pinned UVs only

  • xmin (int in [-inf, inf], (optional)) – X Min

  • xmax (int in [-inf, inf], (optional)) – X Max

  • ymin (int in [-inf, inf], (optional)) – Y Min

  • ymax (int in [-inf, inf], (optional)) – Y Max

  • wait_for_input (boolean, (optional)) – Wait for Input

  • mode (enum in ['SET', 'ADD', 'SUB'], (optional)) –

    Mode

    • SET Set, Set a new selection.

    • ADD Extend, Extend existing selection.

    • SUB Subtract, Subtract existing selection.

bpy.ops.uv.select_circle(x=0, y=0, radius=25, wait_for_input=True, mode='SET')

Select UV vertices using circle selection

Parameters
  • x (int in [-inf, inf], (optional)) – X

  • y (int in [-inf, inf], (optional)) – Y

  • radius (int in [1, inf], (optional)) – Radius

  • wait_for_input (boolean, (optional)) – Wait for Input

  • mode (enum in ['SET', 'ADD', 'SUB'], (optional)) –

    Mode

    • SET Set, Set a new selection.

    • ADD Extend, Extend existing selection.

    • SUB Subtract, Subtract existing selection.

bpy.ops.uv.select_edge_ring(extend=False, location=0.0, 0.0)

Select an edge ring of connected UV vertices

Parameters
  • extend (boolean, (optional)) – Extend, Extend selection rather than clearing the existing selection

  • location (float array of 2 items in [-inf, inf], (optional)) – Location, Mouse location in normalized coordinates, 0.0 to 1.0 is within the image bounds

bpy.ops.uv.select_lasso(path=None, mode='SET')

Select UVs using lasso selection

Parameters
  • path (bpy_prop_collection of OperatorMousePath, (optional)) – Path

  • mode (enum in ['SET', 'ADD', 'SUB'], (optional)) –

    Mode

    • SET Set, Set a new selection.

    • ADD Extend, Extend existing selection.

    • SUB Subtract, Subtract existing selection.

bpy.ops.uv.select_less()

Deselect UV vertices at the boundary of each selection region

bpy.ops.uv.select_linked()

Select all UV vertices linked to the active UV map

bpy.ops.uv.select_linked_pick(extend=False, deselect=False, location=0.0, 0.0)

Select all UV vertices linked under the mouse

Parameters
  • extend (boolean, (optional)) – Extend, Extend selection rather than clearing the existing selection

  • deselect (boolean, (optional)) – Deselect, Deselect linked UV vertices rather than selecting them

  • location (float array of 2 items in [-inf, inf], (optional)) – Location, Mouse location in normalized coordinates, 0.0 to 1.0 is within the image bounds

bpy.ops.uv.select_loop(extend=False, location=0.0, 0.0)

Select a loop of connected UV vertices

Parameters
  • extend (boolean, (optional)) – Extend, Extend selection rather than clearing the existing selection

  • location (float array of 2 items in [-inf, inf], (optional)) – Location, Mouse location in normalized coordinates, 0.0 to 1.0 is within the image bounds

bpy.ops.uv.select_more()

Select more UV vertices connected to initial selection

bpy.ops.uv.select_overlap(extend=False)

Select all UV faces which overlap each other

Parameters

extend (boolean, (optional)) – Extend, Extend selection rather than clearing the existing selection

bpy.ops.uv.select_pinned()

Select all pinned UV vertices

bpy.ops.uv.select_split()

Select only entirely selected faces

bpy.ops.uv.shortest_path_pick(use_face_step=False, use_topology_distance=False, use_fill=False, skip=0, nth=1, offset=0, index=- 1)

Select shortest path between two selections

Parameters
  • use_face_step (boolean, (optional)) – Face Stepping, Traverse connected faces (includes diagonals and edge-rings)

  • use_topology_distance (boolean, (optional)) – Topology Distance, Find the minimum number of steps, ignoring spatial distance

  • use_fill (boolean, (optional)) – Fill Region, Select all paths between the source/destination elements

  • skip (int in [0, inf], (optional)) – Deselected, Number of deselected elements in the repetitive sequence

  • nth (int in [1, inf], (optional)) – Selected, Number of selected elements in the repetitive sequence

  • offset (int in [-inf, inf], (optional)) – Offset, Offset from the starting point

bpy.ops.uv.shortest_path_select(use_face_step=False, use_topology_distance=False, use_fill=False, skip=0, nth=1, offset=0)

Selected shortest path between two vertices/edges/faces

Parameters
  • use_face_step (boolean, (optional)) – Face Stepping, Traverse connected faces (includes diagonals and edge-rings)

  • use_topology_distance (boolean, (optional)) – Topology Distance, Find the minimum number of steps, ignoring spatial distance

  • use_fill (boolean, (optional)) – Fill Region, Select all paths between the source/destination elements

  • skip (int in [0, inf], (optional)) – Deselected, Number of deselected elements in the repetitive sequence

  • nth (int in [1, inf], (optional)) – Selected, Number of selected elements in the repetitive sequence

  • offset (int in [-inf, inf], (optional)) – Offset, Offset from the starting point

bpy.ops.uv.smart_project(angle_limit=66.0, island_margin=0.0, user_area_weight=0.0, use_aspect=True, stretch_to_bounds=True)

This script projection unwraps the selected faces of a mesh (it operates on all selected mesh objects, and can be used to unwrap selected faces, or all faces)

Parameters
  • angle_limit (float in [1, 89], (optional)) – Angle Limit, Lower for more projection groups, higher for less distortion

  • island_margin (float in [0, 1], (optional)) – Island Margin, Margin to reduce bleed from adjacent islands

  • user_area_weight (float in [0, 1], (optional)) – Area Weight, Weight projections vector by faces with larger areas

  • use_aspect (boolean, (optional)) – Correct Aspect, Map UVs taking image aspect ratio into account

  • stretch_to_bounds (boolean, (optional)) – Stretch to UV Bounds, Stretch the final output to texture bounds

File

startup/bl_operators/uvcalc_smart_project.py:1036

bpy.ops.uv.snap_cursor(target='PIXELS')

Snap cursor to target type

Parameters

target (enum in ['PIXELS', 'SELECTED'], (optional)) – Target, Target to snap the selected UVs to

bpy.ops.uv.snap_selected(target='PIXELS')

Snap selected UV vertices to target type

Parameters

target (enum in ['PIXELS', 'CURSOR', 'CURSOR_OFFSET', 'ADJACENT_UNSELECTED'], (optional)) – Target, Target to snap the selected UVs to

bpy.ops.uv.sphere_project(direction='VIEW_ON_EQUATOR', align='POLAR_ZX', correct_aspect=True, clip_to_bounds=False, scale_to_bounds=False)

Project the UV vertices of the mesh over the curved surface of a sphere

Parameters
  • direction (enum in ['VIEW_ON_EQUATOR', 'VIEW_ON_POLES', 'ALIGN_TO_OBJECT'], (optional)) –

    Direction, Direction of the sphere or cylinder

    • VIEW_ON_EQUATOR View on Equator, 3D view is on the equator.

    • VIEW_ON_POLES View on Poles, 3D view is on the poles.

    • ALIGN_TO_OBJECT Align to Object, Align according to object transform.

  • align (enum in ['POLAR_ZX', 'POLAR_ZY'], (optional)) –

    Align, How to determine rotation around the pole

    • POLAR_ZX Polar ZX, Polar 0 is X.

    • POLAR_ZY Polar ZY, Polar 0 is Y.

  • correct_aspect (boolean, (optional)) – Correct Aspect, Map UVs taking image aspect ratio into account

  • clip_to_bounds (boolean, (optional)) – Clip to Bounds, Clip UV coordinates to bounds after unwrapping

  • scale_to_bounds (boolean, (optional)) – Scale to Bounds, Scale UV coordinates to bounds after unwrapping

bpy.ops.uv.stitch(use_limit=False, snap_islands=True, limit=0.01, static_island=0, active_object_index=0, midpoint_snap=False, clear_seams=True, mode='VERTEX', stored_mode='VERTEX', selection=None, objects_selection_count=0, 0, 0, 0, 0, 0)

Stitch selected UV vertices by proximity

Parameters
  • use_limit (boolean, (optional)) – Use Limit, Stitch UVs within a specified limit distance

  • snap_islands (boolean, (optional)) – Snap Islands, Snap islands together (on edge stitch mode, rotates the islands too)

  • limit (float in [0, inf], (optional)) – Limit, Limit distance in normalized coordinates

  • static_island (int in [0, inf], (optional)) – Static Island, Island that stays in place when stitching islands

  • active_object_index (int in [0, inf], (optional)) – Active Object, Index of the active object

  • midpoint_snap (boolean, (optional)) – Snap At Midpoint, UVs are stitched at midpoint instead of at static island

  • clear_seams (boolean, (optional)) – Clear Seams, Clear seams of stitched edges

  • mode (enum in ['VERTEX', 'EDGE'], (optional)) – Operation Mode, Use vertex or edge stitching

  • stored_mode (enum in ['VERTEX', 'EDGE'], (optional)) – Stored Operation Mode, Use vertex or edge stitching

  • selection (bpy_prop_collection of SelectedUvElement, (optional)) – Selection

  • objects_selection_count (int array of 6 items in [0, inf], (optional)) – Objects Selection Count

bpy.ops.uv.unwrap(method='ANGLE_BASED', fill_holes=True, correct_aspect=True, use_subsurf_data=False, margin=0.001)

Unwrap the mesh of the object being edited

Parameters
  • method (enum in ['ANGLE_BASED', 'CONFORMAL'], (optional)) – Method, Unwrapping method (Angle Based usually gives better results than Conformal, while being somewhat slower)

  • fill_holes (boolean, (optional)) – Fill Holes, Virtual fill holes in mesh before unwrapping, to better avoid overlaps and preserve symmetry

  • correct_aspect (boolean, (optional)) – Correct Aspect, Map UVs taking image aspect ratio into account

  • use_subsurf_data (boolean, (optional)) – Use Subdivision Surface, Map UVs taking vertex position after Subdivision Surface modifier has been applied

  • margin (float in [0, 1], (optional)) – Margin, Space between islands

bpy.ops.uv.weld()

Weld selected UV vertices together