user: Provide the full official documentation entry for Bpy.Ops.Uv, preserving all code examples.

assistant: ordinates to bounds after unwrapping bpy.ops.uv. cursor_set ( * , location = (0.0, 0.0) ) ¶ Set 2D cursor location Parameters : location ( mathutils.Vector of 2 items in [-inf, inf], (optional)) – Location, Cursor location in normalized (0.0 to 1.0) coordinates bpy.ops.uv. custom_region_set ( * , xmin = 0 , xmax = 0 , ymin = 0 , ymax = 0 , wait_for_input = True ) ¶ Set the boundaries of the user region Parameters : 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 bpy.ops.uv. cylinder_project ( * , direction = 'VIEW_ON_EQUATOR' , align = 'POLAR_ZX' , pole = 'PINCH' , seam = False , 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. pole (enum in [ 'PINCH' , 'FAN' ], (optional)) – Pole, How to handle faces at the poles PINCH Pinch – UVs are pinched at the poles. FAN Fan – UVs are fanned at the poles. seam ( boolean , ( optional ) ) – Preserve Seams, Separate projections by islands isolated by seams radius ( float in [ 0 , inf ] , ( optional ) ) – Radius, Radius of the sphere or cylinder correct_aspect ( boolean , ( optional ) ) – Correct Aspect, Map UVs taking aspect ratio of the image associated with the material 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 , export_tiles = 'NONE' , 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) export_tiles (enum in [ 'NONE' , 'UDIM' , 'UV' ], (optional)) – Export Tiles, Choose whether to export only the [0, 1] range, or all UV tiles NONE None – Export only UVs in the [0, 1] range. UDIM UDIM – Export tiles in the UDIM numbering scheme: 1001 + u_tile + 10*v_tile. UV UVTILE – Export tiles in the UVTILE numbering scheme: u(u_tile + 1)_v(v_tile + 1). 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 Encapsulated 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_core/io_mesh_uv_layout/__init__.py:139 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:302 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_BOX_DIV = 12 , PREF_MARGIN_DIV = 0.1 ) ¶ Pack each face’s UVs 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 Texture Space, Objects share texture space, map all objects into a single UV map PREF_NEW_UVLAYER ( boolean , ( optional ) ) – New UV Map, Create a new UV map for every mesh packed PREF_BOX_DIV ( int in [ 1 , 48 ] , ( optional ) ) – Pack Quality, Quality of the packing. Higher values will be slower but waste less space 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:662 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, Virtually 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. move_on_axis ( * , type = 'UDIM' , axis = 'X' , distance = 1 ) ¶ Move UVs on an axis Parameters : type (enum in [ 'DYNAMIC' , 'PIXEL' , 'UDIM' ], (optional)) – Type, Move Type DYNAMIC Dynamic – Move by dynamic grid. PIXEL Pixel – Move by pixel. UDIM UDIM – Move by UDIM. axis (enum in [ 'X' , 'Y' ], (optional)) – Axis, Axis to move UVs on X X axis – Move vertices on the X axis. Y Y axis – Move vertices on the Y axis. distance ( int in [ -inf , inf ] , ( optional ) ) – Distance, Distance to move UVs bpy.ops.uv. pack_islands ( * , udim_source = 'CLOSEST_UDIM' , rotate = True , rotate_method = 'ANY' , scale = True , merge_overlap = False , margin_method = 'SCALED' , margin = 0.001 , pin = False , pin_method = 'LOCKED' , shape_method = 'CONCAVE' ) ¶ Transform all islands so that they fill up the UV/UDIM space as much as possible Parameters : udim_source (enum in [ 'CLOSEST_UDIM' , 'ACTIVE_UDIM' , 'ORIGINAL_AABB' , 'CUSTOM_REGION' ], (optional)) – Pack to CLOSEST_UDIM Closest UDIM – Pack islands to closest UDIM. ACTIVE_UDIM Active UDIM – Pack islands to active UDIM image tile or UDIM grid tile where 2D cursor is located. ORIGINAL_AABB Original bounding box – Pack to starting bounding box of islands. CUSTOM_REGION Custom Region – Pack islands to custom region. rotate ( boolean , ( optional ) ) – Rotate, Rotate islands to improve layout rotate_method (enum in [ 'ANY' , 'CARDINAL' , 'AXIS_ALIGNED' , 'AXIS_ALIGNED_X' , 'AXIS_ALIGNED_Y' ], (optional)) – Rotation Method ANY Any – Any angle is allowed for rotation. CARDINAL Cardinal – Only 90 degree rotations are allowed. AXIS_ALIGNED Axis-aligned – Rotated to a minimal rectangle, either vertical or horizontal. AXIS_ALIGNED_X Axis-aligned (Horizontal) – Rotate islands to be aligned horizontally. AXIS_ALIGNED_Y Axis-aligned (Vertical) – Rotate islands to be aligned vertically. scale ( boolean , ( optional ) ) – Scale, Scale islands to fill unit square merge_overlap ( boolean , ( optional ) ) – Merge Overlapping, Overlapping islands stick together margin_method (enum in [ 'SCALED' , 'ADD' , 'FRACTION' ], (optional)) – Margin Method SCALED Scaled – Use scale of existing UVs to multiply margin. ADD Add – Just add the margin, ignoring any UV scale. FRACTION Fraction – Specify a precise fraction of final UV output. margin ( float in [ 0 , 1 ] , ( optional ) ) – Margin, Space between islands pin ( boolean , ( optional ) ) – Lock Pinned Islands, Constrain islands containing any pinned UV’s pin_method (enum in [ 'SCALE' , 'ROTATION' , 'ROTATION_SCALE' , 'LOCKED' ], (optional)) – Pin Method SCALE Scale – Pinned islands won’t rescale. ROTATION Rotation – Pinned islands won’t rotate. ROTATION_SCALE Rotation and Scale – Pinned islands will translate only. LOCKED All – Pinned islands are locked in place. shape_method (enum in [ 'CONCAVE' , 'CONVEX' , 'AABB' ], (optional)) – Shape Method CONCAVE Exact Shape (Concave) – Uses exact geometry. CONVEX Boundary Shape (Convex) – Uses convex hull. AABB Bounding Box – Uses bounding boxes. bpy.ops.uv. paste ( ) ¶ Paste selected UV vertices bpy.ops.uv. pin ( * , clear = False , invert = 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 invert ( boolean , ( optional ) ) – Invert, Invert 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 aspect ratio of the image associated with the material 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. randomize_uv_transform ( * , random_seed = 0 , use_loc = True , loc = (0.0, 0.0) , use_rot = True , rot = 0.0 , use_scale = True , scale_even = False , scale = (1.0, 1.0) ) ¶ Randomize the UV island’s location, rotation, and scale Parameters : random_seed ( int in [ 0 , 10000 ] , ( optional ) ) – Random Seed, Seed value for the random generator use_loc ( boolean , ( optional ) ) – Randomize Location, Randomize the location values loc ( mathutils.Vector of 2 items in [-100, 100], (optional)) – Location, Maximum distance the objects can spread over each axis use_rot ( boolean , ( optional ) ) – Randomize Rotation, Randomize the rotation value rot ( float in [ -6.28319 , 6.28319 ] , ( optional ) ) – Rotation, Maximum rotation use_scale ( boolean , ( optional ) ) – Randomize Scale, Randomize the scale values scale_even ( boolean , ( optional ) ) – Scale Even, Use the same scale value for both axes scale ( float array of 2 items in [ -100 , 100 ] , ( optional ) ) – Scale, Maximum scale randomization over each axis File : startup/bl_operators/uvcalc_transform.py:536 bpy.ops.uv. remove_doubles ( * , threshold = 0.02 , use_unselected = False , use_shared_vertex = 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 use_shared_vertex ( boolean , ( optional ) ) – Shared Vertex, Weld UVs based on shared 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 ( mathutils.Vector 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 UVs 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 = False , toggle = False , deselect_all = False , select_passthrough = False , location = (0.0, 0.0) ) ¶ Select UV vertices Parameters : extend ( boolean , ( optional ) ) – Extend, Extend selection instead of deselecting everything first deselect ( boolean , ( optional ) ) – Deselect, Remove from selection toggle ( boolean , ( optional ) ) – Toggle Selection, Toggle the selection deselect_all ( boolean , ( optional ) ) – Deselect On Nothing, Deselect all when nothing under the cursor select_passthrough ( boolean , ( optional ) ) – Only Select Unselected, Ignore the select action when the element is already selected location ( mathutils.Vector 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 ( mathutils.Vector 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 , use_smooth_stroke = False , smooth_stroke_factor = 0.75 , smooth_stroke_radius = 35 , mode = 'SET' ) ¶ Select UVs using lasso selection Parameters : path ( bpy_prop_collection of OperatorMousePath , (optional)) – Path use_smooth_stroke ( boolean , ( optional ) ) – Stabilize Stroke, Selection lags behind mouse and follows a smoother path smooth_stroke_factor ( float in [ 0.5 , 0.99 ] , ( optional ) ) – Smooth Stroke Factor, Higher values gives a smoother stroke smooth_stroke_radius ( int in [ 10 , 200 ] , ( optional ) ) – Smooth Stroke Radius, Minimum distance from last point before selection continues 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 ( mathutils.Vector 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 ( mathutils.Vector 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_mode ( * , type = 'VERTEX'