user: Show practical ways to work with Bpy.Ops.Uv in a Blender add-on or script – include code.

assistant: ) ¶ Change UV selection mode Parameters : type (enum in Mesh Select Mode Uv Items , (optional)) – Type 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_similar ( * , type = 'PIN' , compare = 'EQUAL' , threshold = 0.0 ) ¶ Select similar UVs by property types Parameters : type (enum in [ 'PIN' , 'LENGTH' , 'LENGTH_3D' , 'AREA' , 'AREA_3D' , 'MATERIAL' , 'OBJECT' , 'SIDES' , 'WINDING' , 'FACE' ], (optional)) – Type PIN Pinned. LENGTH Length – Edge length in UV space. LENGTH_3D Length 3D – Length of edge in 3D space. AREA Area – Face area in UV space. AREA_3D Area 3D – Area of face in 3D space. MATERIAL Material. OBJECT Object. SIDES Polygon Sides. WINDING Winding – Face direction defined by (clockwise or anti-clockwise winding (facing up or facing down). FACE Amount of Faces in Island. compare (enum in [ 'EQUAL' , 'GREATER' , 'LESS' ], (optional)) – Compare threshold ( float in [ 0 , 1 ] , ( optional ) ) – Threshold 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 , object_index = -1 , 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 = 1.15192 , margin_method = 'SCALED' , rotate_method = 'AXIS_ALIGNED_Y' , island_margin = 0.0 , area_weight = 0.0 , correct_aspect = True , scale_to_bounds = False ) ¶ Projection unwraps the selected faces of mesh objects Parameters : angle_limit ( float in [ 0 , 1.5708 ] , ( optional ) ) – Angle Limit, Lower for more projection groups, higher for less distortion 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. rotate_method (enum in [ 'AXIS_ALIGNED' , 'AXIS_ALIGNED_X' , 'AXIS_ALIGNED_Y' ], (optional)) – Rotation Method 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. island_margin ( float in [ 0 , 1 ] , ( optional ) ) – Island Margin, Margin to reduce bleed from adjacent islands area_weight ( float in [ 0 , 1 ] , ( optional ) ) – Area Weight, Weight projection’s vector by faces with larger areas correct_aspect ( boolean , ( optional ) ) – Correct Aspect, Map UVs taking aspect ratio of the image associated with the material into account scale_to_bounds ( boolean , ( optional ) ) – Scale to Bounds, Scale UV coordinates to bounds after unwrapping bpy.ops.uv. snap_cursor ( * , target = 'PIXELS' ) ¶ Snap cursor to target type Parameters : target (enum in [ 'PIXELS' , 'SELECTED' , 'ORIGIN' ], (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' , pole = 'PINCH' , seam = False , 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. 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 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. 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 = 'CONFORMAL' , fill_holes = False , correct_aspect = True , use_subsurf_data = False , margin_method = 'SCALED' , margin = 0.001 , no_flip = False , iterations = 10 , use_weights = False , weight_group = 'uv_importance' , weight_factor = 1.0 ) ¶ Unwrap the mesh of the object being edited Parameters : method (enum in [ 'ANGLE_BASED' , 'CONFORMAL' , 'MINIMUM_STRETCH' ], (optional)) – Method, Unwrapping method (Angle Based usually gives better results than Conformal, while being somewhat slower) fill_holes ( boolean , ( optional ) ) – Fill Holes, Virtually fill holes in mesh before unwrapping, to better avoid overlaps and preserve symmetry correct_aspect ( boolean , ( optional ) ) – Correct Aspect, Map UVs taking aspect ratio of the image associated with the material into account use_subsurf_data ( boolean , ( optional ) ) – Use Subdivision Surface, Map UVs taking vertex position after Subdivision Surface modifier has been applied 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 no_flip ( boolean , ( optional ) ) – No Flip, Prevent flipping UV’s, flipping may lower distortion depending on the position of pins iterations ( int in [ 0 , 10000 ] , ( optional ) ) – Iterations, Number of iterations when “Minimum Stretch” method is used use_weights ( boolean , ( optional ) ) – Importance Weights, Whether to take into account per-vertex importance weights weight_group ( string , ( optional , never None ) ) – Weight Group, Vertex group name for importance weights (modulating the deform) weight_factor ( float in [ -10000 , 10000 ] , ( optional ) ) – Weight Factor, How much influence the weightmap has for weighted parameterization, 0 being no influence bpy.ops.uv. weld ( ) ¶ Weld selected UV vertices together Next View2D Operators Previous Uilist Operators Copyright &#169; Blender Authors Made with Furo Report issue on this page On this page Uv Operators align() align_rotation() arrange_islands() average_islands_scale() copy() copy_mirrored_faces() cube_project() cursor_set() custom_region_set() cylinder_project() export_layout() follow_active_quads() hide() lightmap_pack() mark_seam() minimize_stretch() move_on_axis() pack_islands() paste() pin() project_from_view() randomize_uv_transform() remove_doubles() reset() reveal() rip() rip_move() seams_from_islands() select() select_all() select_box() select_circle() select_edge_ring() select_lasso() select_less() select_linked() select_linked_pick() select_loop() select_mode() select_more() select_overlap() select_pinned() select_similar() select_split() shortest_path_pick() shortest_path_select() smart_project() snap_cursor() snap_selected() sphere_project() stitch() unwrap() weld()