c4d.modules.bodypaint.TempUVHandle

class c4d.modules.bodypaint.TempUVHandle

New in version R18.011.

Overview

TempUVHandle.GetMode

Retrieves the current UV editor mode.

TempUVHandle.GetPoints

Retrieves the read-only points array.

TempUVHandle.GetPolys

Retrieves the read-only polygons array.

TempUVHandle.GetPolySel

Retrieves the selected polygons.

TempUVHandle.GetPolyHid

Retrieves the hidden polygons.

TempUVHandle.GetUVPointSel

Retrieves the selected UV points.

TempUVHandle.GetUVEdgeSel

Retrieves the selected edges.

TempUVHandle.GetPointCount

Retrieves the point count.

TempUVHandle.GetPolyCount

Retrieves the polygon count.

TempUVHandle.GetBaseObject

Retrieves the object of the UV set.

TempUVHandle.IsEditable

Checks if UVs are editable or not.

TempUVHandle.GetUVW

Retrieves the UV list.

TempUVHandle.SetUVW

Applies changes of the UV set to the object.

TempUVHandle.SetUVWFromTextureView

Applies changes of the UV set to the object.

TempUVHandle.SetUVPointSelectionFromTextureView

Sets the UV Point selection.

TempUVHandle.SetUVEdgeSelection

Sets the UV Edge selection.

Members

TempUVHandle.GetMode(self)

Retrieves the current UV editor mode.

Return type

int

Returns

The UV editor mode:

Mcamera

Camera mode.

Mobject

Object mode.

Mtexture

Texture mode.

Mtextureaxis

Texture axis mode.

Mpoints

Point edit mode.

Medges

Edge edit mode.

Mpolygons

Polygon edit mode.

Manimation

Animation mode.

Mkinematic

IK mode.

Mmodel

Model mode.

Mpaint

Paint mode.

Muvpoints

UV points mode.

Muvpolygons

UV polygons mode.

Mdrag

Drag mode.

Mpolyedgepoint

Combined poly/edge/point mode. Must only be used in ViewportSelect.

Medgepoint

Combined edge/point mode. Must only be used in ViewportSelect.

Mworkplane

Workplane mode.

Mdrag

Drag mode.

Muvedges

Uv Edge node is enabled.

Muvon

Uv mode is enabled.

TempUVHandle.GetPoints(self)

Retrieves the read-only points array.

Return type

List[c4d.Vector]

Returns

The points.

TempUVHandle.GetPolys(self)

Retrieves the read-only polygons array.

Return type

List[c4d.CPolygon]

Returns

The polygons.

TempUVHandle.GetPolySel(self)

Retrieves the selected polygons.

Return type

c4d.BaseSelect

Returns

The polygons selection.

TempUVHandle.GetPolyHid(self)

Retrieves the hidden polygons.

Return type

c4d.BaseSelect

Returns

The hidden polygons selection.

TempUVHandle.GetUVPointSel(self)

Retrieves the selected UV points.

Note

The points are indexed by 4 * polygon + point where polygon is the polygon index and point is the point index between 0 and 3.

Return type

c4d.BaseSelect

Returns

The hidden polygons selection.

TempUVHandle.GetUVEdgeSel(self)

Retrieves the selected edges.

New in version S22.114.

Return type

c4d.BaseSelect

Returns

The edge selection.

TempUVHandle.GetPointCount(self)

Retrieves the point count.

Return type

int

Returns

The point count.

TempUVHandle.GetPolyCount(self)

Retrieves the polygon count.

Return type

int

Returns

The polygon count.

TempUVHandle.GetBaseObject(self)

Retrieves the object of the UV set.

Return type

c4d.BaseObject

Returns

The object of the UV set.

TempUVHandle.IsEditable(self)
Checks if UVs are editable or not.
Polygon objects have editable UVs, object generators usually not.
Return type

c4d.BaseObject

Returns

The object of the UV set.

TempUVHandle.GetUVW(self)

Retrieves the UV list.

Return type

List[Dict[‘a’,’b’,’c’,’d’]]

Returns

The UV list.

TempUVHandle.SetUVW(self, uvw)

Applies changes of the UV set to the object.

Parameters

uvw (List[Dict['a','b','c','d']]) – The UV list to set.

Return type

bool

Returns

True if successful, otherwise False.

TempUVHandle.SetUVWFromTextureView(self, uvw, ignoreHidden, ignoreUnselected, autoSelectAll, registerUndo=True)

Applies changes of the UV set to the object.

Parameters
  • uvw (List[Dict['a','b','c','d']]) – The UV list to set.

  • ignoreHidden (bool) – If True, do not affect the UV coordinates of UV Polygons or UV Points of hidden polygons.

  • ignoreUnselected (bool) – If True, do not affect the UV coordinates of UV Polygons, or UV Points (depending on the current mode) that are unselected in the Texture View.

  • autoSelectAll (bool) – If True, automatically selects all UV Polygons, or UV Points (depending on the current mode).

  • registerUndo (Optional[bool]) – If True, an undo is added for the operation.

Return type

bool

Returns

True if successful, otherwise False.

TempUVHandle.SetUVPointSelectionFromTextureView(self, uvPointSelection, bleedSelection)
Sets the UV Point selection.
The points have to be indexed as follows: 4 * polygon + point where c polygon is the polygon index and c point is the point index between 0 and 3 (a, b, c, d).

New in version S22.

Parameters
  • uvPointSelection (c4d.BaseSelect) – The Point BaseSelect that will be defined from the UV Point selection.

  • bleedSelection (bool) –

    If True, ensures that if one UV point is selected, all UV points having the same coordinates are selected as well.
    If false it doesn’t check, which is faster.

Returns

True if successful, otherwise False.

Return type

bool

TempUVHandle.SetUVEdgeSelection(self, uvEdgeSelection)

Sets the UV Edge selection.

Note

The edges have to be indexed as follows: 4 * polygon + edge where c polygon is the polygon index and c edge is the edge index between 0 and 3.

Parameters

uvEdgeSelection (c4d.BaseSelect) – The pointer to the new UV Edge selection.

Return type

bool

Returns

True if successful, otherwise False.