Uv Operators
- bpy.ops.uv.align(*, axis='ALIGN_AUTO', position_mode='MEAN')
Aligns selected UV vertices on a line
- Parameters:
axis (Literal['ALIGN_S', 'ALIGN_T', 'ALIGN_U', 'ALIGN_AUTO', 'ALIGN_X', 'ALIGN_Y']) –
Axis, Axis to align UV locations on (optional)
ALIGN_SStraighten – Align UV vertices along the line defined by the endpoints.ALIGN_TStraighten X – Align UV vertices, moving them horizontally to the line defined by the endpoints.ALIGN_UStraighten Y – Align UV vertices, moving them vertically to the line defined by the endpoints.ALIGN_AUTOAlign Auto – Automatically choose the direction on which there is most alignment already.ALIGN_XAlign Vertically – Align UV vertices on a vertical line.ALIGN_YAlign Horizontally – Align UV vertices on a horizontal line.
position_mode (Literal['MEAN', 'MIN', 'MAX']) –
Position Mode, Method of calculating the alignment position (optional)
MEANMean – Align UVs along the mean position.MINMinimum – Align UVs along the minimum position.MAXMaximum – Align UVs along the maximum position.
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.align_rotation(*, method='AUTO', axis='X', correct_aspect=False)
Align the UV island’s rotation
- Parameters:
method (Literal['AUTO', 'EDGE', 'GEOMETRY']) –
Method, Method to calculate rotation angle (optional)
AUTOAuto – Align from all edges.EDGEEdge – Only selected edges.GEOMETRYGeometry – Align to Geometry axis.
axis (Literal['X', 'Y', 'Z']) –
Axis, Axis to align to (optional)
XX – X axis.YY – Y axis.ZZ – Z axis.
correct_aspect (bool) – Correct Aspect, Take image aspect ratio into account (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- File:
- bpy.ops.uv.arrange_islands(*, initial_position='BOUNDING_BOX', axis='Y', align='MIN', order='LARGE_TO_SMALL', margin=0.05)
Arrange selected UV islands on a line
- Parameters:
initial_position (Literal['BOUNDING_BOX', 'UV_GRID', 'ACTIVE_UDIM', 'CURSOR']) –
Initial Position, Initial position to arrange islands from (optional)
BOUNDING_BOXBounding Box – Initial alignment based on the islands bounding box.UV_GRIDUV Grid – Initial alignment based on UV Tile Grid.ACTIVE_UDIMActive UDIM – Initial alignment based on Active UDIM.CURSOR2D Cursor – Initial alignment based on 2D cursor.
axis (Literal['X', 'Y']) –
Axis, Axis to arrange UV islands on (optional)
XX – Align UV islands along the X axis.YY – Align UV islands along the Y axis.
align (Literal['MIN', 'MAX', 'CENTER', 'NONE']) –
Align, Location to align islands on (optional)
MINMin – Align the islands to the min of the island.MAXMax – Align the islands to the max side of the island.CENTERCenter – Align the islands to the center of the largest island.NONENone – Preserve island alignment.
order (Literal['LARGE_TO_SMALL', 'SMALL_TO_LARGE', 'Fixed']) –
Order, Order of islands (optional)
LARGE_TO_SMALLLargest to Smallest – Sort islands from largest to smallest.SMALL_TO_LARGESmallest to Largest – Sort islands from smallest to largest.FixedFixed – Preserve island order.
margin (float) – Margin, Space between islands (in [0, 1], optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.average_islands_scale(*, scale_uv=False, shear=False)
Average the size of separate UV islands, based on their area in 3D space
- Parameters:
scale_uv (bool) – Non-Uniform, Scale U and V independently (optional)
shear (bool) – Shear, Reduce shear within islands (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.copy()
Copy selected UV vertices
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.copy_mirrored_faces(*, direction='POSITIVE', precision=3)
Copy mirror UV coordinates on the X axis based on a mirrored mesh
- Parameters:
direction (Literal['POSITIVE', 'NEGATIVE']) – Axis Direction, (optional)
precision (int) – Precision, Tolerance for finding vertex duplicates (in [1, 16], optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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) – Cube Size, Size of the cube to project on (in [0, inf], optional)
correct_aspect (bool) – Correct Aspect, Map UVs taking aspect ratio of the image associated with the material into account (optional)
clip_to_bounds (bool) – Clip to Bounds, Clip UV coordinates to bounds after unwrapping (optional)
scale_to_bounds (bool) – Scale to Bounds, Scale UV coordinates to bounds after unwrapping (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.cursor_set(*, location=(0.0, 0.0))
Set 2D cursor location
- Parameters:
location (
mathutils.Vector) – Location, Cursor location in normalized (0.0 to 1.0) coordinates (array of 2 items, in [-inf, inf], optional)- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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) – X Min, (in [-inf, inf], optional)
xmax (int) – X Max, (in [-inf, inf], optional)
ymin (int) – Y Min, (in [-inf, inf], optional)
ymax (int) – Y Max, (in [-inf, inf], optional)
wait_for_input (bool) – Wait for Input, (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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 (Literal['VIEW_ON_EQUATOR', 'VIEW_ON_POLES', 'ALIGN_TO_OBJECT']) –
Direction, Direction of the sphere or cylinder (optional)
VIEW_ON_EQUATORView on Equator – 3D view is on the equator.VIEW_ON_POLESView on Poles – 3D view is on the poles.ALIGN_TO_OBJECTAlign to Object – Align according to object transform.
align (Literal['POLAR_ZX', 'POLAR_ZY']) –
Align, How to determine rotation around the pole (optional)
POLAR_ZXPolar ZX – Polar 0 is X.POLAR_ZYPolar ZY – Polar 0 is Y.
pole (Literal['PINCH', 'FAN']) –
Pole, How to handle faces at the poles (optional)
PINCHPinch – UVs are pinched at the poles.FANFan – UVs are fanned at the poles.
seam (bool) – Preserve Seams, Separate projections by islands isolated by seams (optional)
radius (float) – Radius, Radius of the sphere or cylinder (in [0, inf], optional)
correct_aspect (bool) – Correct Aspect, Map UVs taking aspect ratio of the image associated with the material into account (optional)
clip_to_bounds (bool) – Clip to Bounds, Clip UV coordinates to bounds after unwrapping (optional)
scale_to_bounds (bool) – Scale to Bounds, Scale UV coordinates to bounds after unwrapping (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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 (str) – filepath, (optional, never None)
export_all (bool) – All UVs, Export all UVs in this mesh (not just visible ones) (optional)
export_tiles (Literal['NONE', 'UDIM', 'UV']) –
Export Tiles, Choose whether to export only the [0, 1] range, or all UV tiles (optional)
NONENone – Export only UVs in the [0, 1] range.UDIMUDIM – Export tiles in the UDIM numbering scheme: 1001 + u_tile + 10*v_tile.UVUVTILE – Export tiles in the UVTILE numbering scheme: u(u_tile + 1)_v(v_tile + 1).
modified (bool) – Modified, Exports UVs from the modified mesh (optional)
mode (Literal['SVG', 'EPS', 'PNG']) –
Format, File format to export the UV layout to (optional)
SVGScalable Vector Graphic (.svg) – Export the UV layout to a vector SVG file.EPSEncapsulated PostScript (.eps) – Export the UV layout to a vector EPS file.PNGPNG Image (.png) – Export the UV layout to a bitmap image.
size (Sequence[int]) – Size, Dimensions of the exported file (array of 2 items, in [8, 32768], optional)
opacity (float) – Fill Opacity, Set amount of opacity for exported UV layout (in [0, 1], optional)
check_existing (bool) – check_existing, (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- File:
- bpy.ops.uv.follow_active_quads(*, mode='LENGTH_AVERAGE')
Follow UVs from active quads along continuous face loops
- Parameters:
mode (Literal['EVEN', 'LENGTH', 'LENGTH_AVERAGE']) –
Edge Length Mode, Method to space UV edge loops (optional)
EVENEven – Space all UVs evenly.LENGTHLength – Average space UVs edge length of each loop.LENGTH_AVERAGELength Average – Average space UVs edge length of each loop.
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- File:
- bpy.ops.uv.hide(*, unselected=False)
Hide (un)selected UV vertices
- Parameters:
unselected (bool) – Unselected, Hide unselected rather than selected (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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 (Literal['SEL_FACES', 'ALL_FACES']) –
Selection, (optional)
SEL_FACESSelected Faces – Pack only selected faces.ALL_FACESAll Faces – Pack all faces in the mesh.
PREF_PACK_IN_ONE (bool) – Share Texture Space, Objects share texture space, map all objects into a single UV map (optional)
PREF_NEW_UVLAYER (bool) – New UV Map, Create a new UV map for every mesh packed (optional)
PREF_BOX_DIV (int) – Pack Quality, Quality of the packing. Higher values will be slower but waste less space (in [1, 48], optional)
PREF_MARGIN_DIV (float) – Margin, Size of the margin as a division of the UV (in [0.001, 1], optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- File:
- bpy.ops.uv.mark_seam(*, clear=False)
Mark selected UV edges as seams
- Parameters:
clear (bool) – Clear Seams, Clear instead of marking seams (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.minimize_stretch(*, fill_holes=True, blend=0.0, iterations=0)
Reduce UV stretching by relaxing angles
- Parameters:
fill_holes (bool) – Fill Holes, Virtually fill holes in mesh before unwrapping, to better avoid overlaps and preserve symmetry (optional)
blend (float) – Blend, Blend factor between stretch minimized and original (in [0, 1], optional)
iterations (int) – Iterations, Number of iterations to run, 0 is unlimited when run interactively (in [0, inf], optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.move_on_axis(*, type='UDIM', axis='X', distance=1)
Move UVs on an axis
- Parameters:
type (Literal['DYNAMIC', 'PIXEL', 'UDIM']) –
Type, Move Type (optional)
DYNAMICDynamic – Move by dynamic grid.PIXELPixel – Move by pixel.UDIMUDIM – Move by UDIM.
axis (Literal['X', 'Y']) –
Axis, Axis to move UVs on (optional)
XX axis – Move vertices on the X axis.YY axis – Move vertices on the Y axis.
distance (int) – Distance, Distance to move UVs (in [-inf, inf], optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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 (Literal['CLOSEST_UDIM', 'ACTIVE_UDIM', 'ORIGINAL_AABB', 'CUSTOM_REGION']) –
Pack to, (optional)
CLOSEST_UDIMClosest UDIM – Pack islands to closest UDIM.ACTIVE_UDIMActive UDIM – Pack islands to active UDIM image tile or UDIM grid tile where 2D cursor is located.ORIGINAL_AABBOriginal bounding box – Pack to starting bounding box of islands.CUSTOM_REGIONCustom Region – Pack islands to custom region.
rotate (bool) – Rotate, Rotate islands to improve layout (optional)
rotate_method (Literal['ANY', 'CARDINAL', 'AXIS_ALIGNED', 'AXIS_ALIGNED_X', 'AXIS_ALIGNED_Y']) –
Rotation Method, (optional)
ANYAny – Any angle is allowed for rotation.CARDINALCardinal – Only 90 degree rotations are allowed.AXIS_ALIGNEDAxis-aligned – Rotated to a minimal rectangle, either vertical or horizontal.AXIS_ALIGNED_XAxis-aligned (Horizontal) – Rotate islands to be aligned horizontally.AXIS_ALIGNED_YAxis-aligned (Vertical) – Rotate islands to be aligned vertically.
scale (bool) – Scale, Scale islands to fill unit square (optional)
merge_overlap (bool) – Merge Overlapping, Overlapping islands stick together (optional)
margin_method (Literal['SCALED', 'ADD', 'FRACTION']) –
Margin Method, (optional)
SCALEDScaled – Use scale of existing UVs to multiply margin.ADDAdd – Just add the margin, ignoring any UV scale.FRACTIONFraction – Specify a precise fraction of final UV output.
margin (float) – Margin, Space between islands (in [0, 1], optional)
pin (bool) – Lock Pinned Islands, Constrain islands containing any pinned UV’s (optional)
pin_method (Literal['SCALE', 'ROTATION', 'ROTATION_SCALE', 'LOCKED']) –
Pin Method, (optional)
SCALEScale – Pinned islands won’t rescale.ROTATIONRotation – Pinned islands won’t rotate.ROTATION_SCALERotation and Scale – Pinned islands will translate only.LOCKEDAll – Pinned islands are locked in place.
shape_method (Literal['CONCAVE', 'CONVEX', 'AABB']) –
Shape Method, (optional)
CONCAVEExact Shape (Concave) – Uses exact geometry.CONVEXBoundary Shape (Convex) – Uses convex hull.AABBBounding Box – Uses bounding boxes.
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.paste()
Paste selected UV vertices
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.pin(*, clear=False, invert=False)
Set/clear selected UV vertices as anchored between multiple unwrap operations
- Parameters:
clear (bool) – Clear, Clear pinning for the selection instead of setting it (optional)
invert (bool) – Invert, Invert pinning for the selection instead of setting it (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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 (bool) – Orthographic, Use orthographic projection (optional)
camera_bounds (bool) – Camera Bounds, Map UVs to the camera region taking resolution and aspect into account (optional)
correct_aspect (bool) – Correct Aspect, Map UVs taking aspect ratio of the image associated with the material into account (optional)
clip_to_bounds (bool) – Clip to Bounds, Clip UV coordinates to bounds after unwrapping (optional)
scale_to_bounds (bool) – Scale to Bounds, Scale UV coordinates to bounds after unwrapping (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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) – Random Seed, Seed value for the random generator (in [0, 10000], optional)
use_loc (bool) – Randomize Location, Randomize the location values (optional)
loc (
mathutils.Vector) – Location, Maximum distance the objects can spread over each axis (array of 2 items, in [-100, 100], optional)use_rot (bool) – Randomize Rotation, Randomize the rotation value (optional)
rot (float) – Rotation, Maximum rotation (in [-6.28319, 6.28319], optional)
use_scale (bool) – Randomize Scale, Randomize the scale values (optional)
scale_even (bool) – Scale Even, Use the same scale value for both axes (optional)
scale (Sequence[float]) – Scale, Maximum scale randomization over each axis (array of 2 items, in [-100, 100], optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- File:
- 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) – Merge Distance, Maximum distance between welded vertices (in [0, 10], optional)
use_unselected (bool) – Unselected, Merge selected to other unselected vertices (optional)
use_shared_vertex (bool) – Shared Vertex, Weld UVs based on shared vertices (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.reset()
Reset UV projection
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.reveal(*, select=True)
Reveal all hidden UV vertices
- Parameters:
select (bool) – Select, (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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 (bool) – Mirror Editing, (optional)
release_confirm (bool) – Confirm on Release, Always confirm operation when releasing button (optional)
use_accurate (bool) – Accurate, Use accurate transformation (optional)
location (
mathutils.Vector) – Location, Mouse location in normalized coordinates, 0.0 to 1.0 is within the image bounds (array of 2 items, in [-inf, inf], optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.rip_move(*, UV_OT_rip={}, TRANSFORM_OT_translate={})
Unstitch UVs and move the result
- Parameters:
UV_OT_rip (dict[str, Any]) – UV Rip, Rip selected vertices or a selected region (optional,
bpy.ops.uv.rip()keyword arguments)TRANSFORM_OT_translate (dict[str, Any]) – Move, Move selected items (optional,
bpy.ops.transform.translate()keyword arguments)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return 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 (bool) – Mark Seams, Mark boundary edges as seams (optional)
mark_sharp (bool) – Mark Sharp, Mark boundary edges as sharp (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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 (bool) – Extend, Extend selection instead of deselecting everything first (optional)
deselect (bool) – Deselect, Remove from selection (optional)
toggle (bool) – Toggle Selection, Toggle the selection (optional)
deselect_all (bool) – Deselect On Nothing, Deselect all when nothing under the cursor (optional)
select_passthrough (bool) – Only Select Unselected, Ignore the select action when the element is already selected (optional)
location (
mathutils.Vector) – Location, Mouse location in normalized coordinates, 0.0 to 1.0 is within the image bounds (array of 2 items, in [-inf, inf], optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.select_all(*, action='TOGGLE')
Change selection of all UV vertices
- Parameters:
action (Literal['TOGGLE', 'SELECT', 'DESELECT', 'INVERT']) –
Action, Selection action to execute (optional)
TOGGLEToggle – Toggle selection for all elements.SELECTSelect – Select all elements.DESELECTDeselect – Deselect all elements.INVERTInvert – Invert selection of all elements.
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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 (bool) – Pinned, Border select pinned UVs only (optional)
xmin (int) – X Min, (in [-inf, inf], optional)
xmax (int) – X Max, (in [-inf, inf], optional)
ymin (int) – Y Min, (in [-inf, inf], optional)
ymax (int) – Y Max, (in [-inf, inf], optional)
wait_for_input (bool) – Wait for Input, (optional)
mode (Literal['SET', 'ADD', 'SUB']) –
Mode, (optional)
SETSet – Set a new selection.ADDExtend – Extend existing selection.SUBSubtract – Subtract existing selection.
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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) – X, (in [-inf, inf], optional)
y (int) – Y, (in [-inf, inf], optional)
radius (int) – Radius, (in [1, inf], optional)
wait_for_input (bool) – Wait for Input, (optional)
mode (Literal['SET', 'ADD', 'SUB']) –
Mode, (optional)
SETSet – Set a new selection.ADDExtend – Extend existing selection.SUBSubtract – Subtract existing selection.
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.select_edge_ring(*, extend=False, location=(0.0, 0.0))
Select an edge ring of connected UV vertices
- Parameters:
extend (bool) – Extend, Extend selection rather than clearing the existing selection (optional)
location (
mathutils.Vector) – Location, Mouse location in normalized coordinates, 0.0 to 1.0 is within the image bounds (array of 2 items, in [-inf, inf], optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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[OperatorMousePath]) – Path, (optional)use_smooth_stroke (bool) – Stabilize Stroke, Selection lags behind mouse and follows a smoother path (optional)
smooth_stroke_factor (float) – Smooth Stroke Factor, Higher values give a smoother stroke (in [0.5, 0.99], optional)
smooth_stroke_radius (int) – Smooth Stroke Radius, Minimum distance from last point before selection continues (in [10, 200], optional)
mode (Literal['SET', 'ADD', 'SUB']) –
Mode, (optional)
SETSet – Set a new selection.ADDExtend – Extend existing selection.SUBSubtract – Subtract existing selection.
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.select_less()
Deselect UV vertices at the boundary of each selection region
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.select_linked()
Select all UV vertices linked to the active UV map
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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 (bool) – Extend, Extend selection rather than clearing the existing selection (optional)
deselect (bool) – Deselect, Deselect linked UV vertices rather than selecting them (optional)
location (
mathutils.Vector) – Location, Mouse location in normalized coordinates, 0.0 to 1.0 is within the image bounds (array of 2 items, in [-inf, inf], optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.select_loop(*, extend=False, location=(0.0, 0.0))
Select a loop of connected UV vertices
- Parameters:
extend (bool) – Extend, Extend selection rather than clearing the existing selection (optional)
location (
mathutils.Vector) – Location, Mouse location in normalized coordinates, 0.0 to 1.0 is within the image bounds (array of 2 items, in [-inf, inf], optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.select_mode(*, type='VERTEX')
Change UV selection mode
- Parameters:
type (Literal[Mesh Select Mode Uv Items]) – Type, (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.select_more()
Select more UV vertices connected to initial selection
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.select_overlap(*, extend=False)
Select all UV faces which overlap each other
- Parameters:
extend (bool) – Extend, Extend selection rather than clearing the existing selection (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.select_pinned()
Select all pinned UV vertices
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.select_similar(*, type='PIN', compare='EQUAL', threshold=0.0)
Select similar UVs by property types
- Parameters:
type (Literal['PIN', 'LENGTH', 'LENGTH_3D', 'AREA', 'AREA_3D', 'MATERIAL', 'OBJECT', 'SIDES', 'WINDING', 'FACE']) –
Type, (optional)
PINPinned.LENGTHLength – Edge length in UV space.LENGTH_3DLength 3D – Length of edge in 3D space.AREAArea – Face area in UV space.AREA_3DArea 3D – Area of face in 3D space.MATERIALMaterial.OBJECTObject.SIDESPolygon Sides.WINDINGWinding – Face direction defined by clockwise or anti-clockwise winding (facing up or facing down).FACEAmount of Faces in Island.
compare (Literal['EQUAL', 'GREATER', 'LESS']) – Compare, (optional)
threshold (float) – Threshold, (in [0, 1], optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.select_split()
Select only entirely selected faces
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.select_tile(*, extend=False, tile=(0, 0))
Select UVs in specified tile
- Parameters:
extend (bool) – Extend, Extend the selection (optional)
tile (Sequence[int]) – Tile, Tile location to select UVs (array of 2 items, in [-inf, inf], optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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 (bool) – Face Stepping, Traverse connected faces (includes diagonals and edge-rings) (optional)
use_topology_distance (bool) – Topology Distance, Find the minimum number of steps, ignoring spatial distance (optional)
use_fill (bool) – Fill Region, Select all paths between the source/destination elements (optional)
skip (int) – Deselected, Number of deselected elements in the repetitive sequence (in [0, inf], optional)
nth (int) – Selected, Number of selected elements in the repetitive sequence (in [1, inf], optional)
offset (int) – Offset, Offset from the starting point (in [-inf, inf], optional)
object_index (int) – (in [-1, inf], optional)
index (int) – (in [-1, inf], optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.shortest_path_select(*, use_face_step=False, use_topology_distance=False, use_fill=False, skip=0, nth=1, offset=0)
Select shortest path between two vertices/edges/faces
- Parameters:
use_face_step (bool) – Face Stepping, Traverse connected faces (includes diagonals and edge-rings) (optional)
use_topology_distance (bool) – Topology Distance, Find the minimum number of steps, ignoring spatial distance (optional)
use_fill (bool) – Fill Region, Select all paths between the source/destination elements (optional)
skip (int) – Deselected, Number of deselected elements in the repetitive sequence (in [0, inf], optional)
nth (int) – Selected, Number of selected elements in the repetitive sequence (in [1, inf], optional)
offset (int) – Offset, Offset from the starting point (in [-inf, inf], optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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) – Angle Limit, Lower for more projection groups, higher for less distortion (in [0, 1.5708], optional)
margin_method (Literal['SCALED', 'ADD', 'FRACTION']) –
Margin Method, (optional)
SCALEDScaled – Use scale of existing UVs to multiply margin.ADDAdd – Just add the margin, ignoring any UV scale.FRACTIONFraction – Specify a precise fraction of final UV output.
rotate_method (Literal['AXIS_ALIGNED', 'AXIS_ALIGNED_X', 'AXIS_ALIGNED_Y']) –
Rotation Method, (optional)
AXIS_ALIGNEDAxis-aligned – Rotated to a minimal rectangle, either vertical or horizontal.AXIS_ALIGNED_XAxis-aligned (Horizontal) – Rotate islands to be aligned horizontally.AXIS_ALIGNED_YAxis-aligned (Vertical) – Rotate islands to be aligned vertically.
island_margin (float) – Island Margin, Margin to reduce bleed from adjacent islands (in [0, 1], optional)
area_weight (float) – Area Weight, Weight projection’s vector by faces with larger areas (in [0, 1], optional)
correct_aspect (bool) – Correct Aspect, Map UVs taking aspect ratio of the image associated with the material into account (optional)
scale_to_bounds (bool) – Scale to Bounds, Scale UV coordinates to bounds after unwrapping (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.snap_cursor(*, target='PIXELS')
Snap cursor to target type
- Parameters:
target (Literal['PIXELS', 'SELECTED', 'ORIGIN']) – Target, Target to snap the selected UVs to (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.snap_selected(*, target='PIXELS')
Snap selected UV vertices to target type
- Parameters:
target (Literal['PIXELS', 'CURSOR', 'CURSOR_OFFSET', 'ADJACENT_UNSELECTED']) – Target, Target to snap the selected UVs to (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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 (Literal['VIEW_ON_EQUATOR', 'VIEW_ON_POLES', 'ALIGN_TO_OBJECT']) –
Direction, Direction of the sphere or cylinder (optional)
VIEW_ON_EQUATORView on Equator – 3D view is on the equator.VIEW_ON_POLESView on Poles – 3D view is on the poles.ALIGN_TO_OBJECTAlign to Object – Align according to object transform.
align (Literal['POLAR_ZX', 'POLAR_ZY']) –
Align, How to determine rotation around the pole (optional)
POLAR_ZXPolar ZX – Polar 0 is X.POLAR_ZYPolar ZY – Polar 0 is Y.
pole (Literal['PINCH', 'FAN']) –
Pole, How to handle faces at the poles (optional)
PINCHPinch – UVs are pinched at the poles.FANFan – UVs are fanned at the poles.
seam (bool) – Preserve Seams, Separate projections by islands isolated by seams (optional)
correct_aspect (bool) – Correct Aspect, Map UVs taking aspect ratio of the image associated with the material into account (optional)
clip_to_bounds (bool) – Clip to Bounds, Clip UV coordinates to bounds after unwrapping (optional)
scale_to_bounds (bool) – Scale to Bounds, Scale UV coordinates to bounds after unwrapping (optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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 (bool) – Use Limit, Stitch UVs within a specified limit distance (optional)
snap_islands (bool) – Snap Islands, Snap islands together (on edge stitch mode, rotates the islands too) (optional)
limit (float) – Limit, Limit distance in normalized coordinates (in [0, inf], optional)
static_island (int) – Static Island, Island that stays in place when stitching islands (in [0, inf], optional)
active_object_index (int) – Active Object, Index of the active object (in [0, inf], optional)
midpoint_snap (bool) – Snap at Midpoint, UVs are stitched at midpoint instead of at static island (optional)
clear_seams (bool) – Clear Seams, Clear seams of stitched edges (optional)
mode (Literal['VERTEX', 'EDGE']) – Operation Mode, Use vertex or edge stitching (optional)
stored_mode (Literal['VERTEX', 'EDGE']) – Stored Operation Mode, Use vertex or edge stitching (optional)
selection (
bpy_prop_collection[SelectedUvElement]) – Selection, (optional)objects_selection_count (Sequence[int]) – Objects Selection Count, (array of 6 items, in [0, inf], optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- 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 (Literal['ANGLE_BASED', 'CONFORMAL', 'MINIMUM_STRETCH']) – Method, Unwrapping method (Angle Based usually gives better results than Conformal, while being somewhat slower) (optional)
fill_holes (bool) – Fill Holes, Virtually fill holes in mesh before unwrapping, to better avoid overlaps and preserve symmetry (optional)
correct_aspect (bool) – Correct Aspect, Map UVs taking aspect ratio of the image associated with the material into account (optional)
use_subsurf_data (bool) – Use Subdivision Surface, Map UVs taking vertex position after Subdivision Surface modifier has been applied (optional)
margin_method (Literal['SCALED', 'ADD', 'FRACTION']) –
Margin Method, (optional)
SCALEDScaled – Use scale of existing UVs to multiply margin.ADDAdd – Just add the margin, ignoring any UV scale.FRACTIONFraction – Specify a precise fraction of final UV output.
margin (float) – Margin, Space between islands (in [0, 1], optional)
no_flip (bool) – No Flip, Prevent flipping UV’s, flipping may lower distortion depending on the position of pins (optional)
iterations (int) – Iterations, Number of iterations when “Minimum Stretch” method is used (in [0, 10000], optional)
use_weights (bool) – Importance Weights, Whether to take into account per-vertex importance weights (optional)
weight_group (str) – Weight Group, Vertex group name for importance weights (modulating the deform) (optional, never None)
weight_factor (float) – Weight Factor, How much influence the weightmap has for weighted parameterization, 0 being no influence (in [-10000, 10000], optional)
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]
- bpy.ops.uv.weld()
Weld selected UV vertices together
- Returns:
Result of the operator call.
- Return type:
set[Literal[Operator Return Items]]