blender/release/scripts/templates/operator_uv.py

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def main(context):
obj = context.active_object
mesh = obj.data
is_editmode = (obj.mode == 'EDIT')
if is_editmode:
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
if not mesh.active_uv_texture:
bpy.ops.mesh.uv_texture_add()
# adjust UVs
for i, uv in enumerate(mesh.active_uv_texture.data):
uvs = uv.uv1, uv.uv2, uv.uv3, uv.uv4
for j, v_idx in enumerate(mesh.faces[i].verts):
if uv.uv_selected[j]:
# apply the location of the vertex as a UV
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uvs[j][:] = mesh.verts[v_idx].co.xy
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if is_editmode:
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
class UvOperator(bpy.types.Operator):
''''''
bl_idname = "uv.simple_operator"
bl_label = "Simple UV Operator"
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def poll(self, context):
obj = context.active_object
return (obj and obj.type == 'MESH')
def execute(self, context):
main(context)
return {'FINISHED'}
bpy.types.register(UvOperator)
if __name__ == "__main__":
bpy.ops.uv.simple_operator()