SuperAPI AI Directory

blender-uv-ops

Design & creation

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Updated 10-15 20:34

About this skill

blender-uv-ops

Typed UV authoring tools for Blender meshes. Load this skill when a workflow needs UV maps, texture-coordinate projection, unwraps, UV island diagnostics, packing, or normalization.

Prefer blender-mesh for topology and modifier work, blender-materials for material slots, and blender-shader-nodes for shader graph edits. Use blender-scripting only after checking this typed surface.

UV operator paths require Object Mode before changing UVs or selection; Edit Mode data are not read or normalized through mesh RNA. Operators select all mesh faces and UV vertices without changing the scene's UV selection sync setting, including UV maps created without initial selection. Projection, unwrap and packing operators reacquire the mesh and the original named UV layer after mode transitions. A missing layer or failed operator returns an error with a conservative mutation receipt; packing then skips normalization. Callers must inspect success before accepting the UV result.

Quality and delivery

Use audit_uv_layout with explicit mesh names (up to 4096) for source mesh quality checks. It does not evaluate modifiers or silently switch out of Edit Mode. success means the query ran; require both context.complete and context.passed for a clean result for the enabled checks (reported in context.checks); disabling overlap is not a complete quality acceptance. Budget limits are shared by the entire request; complete=false requires a narrower request or a larger budget. Counts for degeneracy, tile bounds and overlap are triangle counts/pairs, not unique polygons. Face indices in the bounded detail list locate problems. per_object overlap is the default; choose selection only when those objects must share a non-overlapping atlas. Exact coincident triangle stacks (including mirrors) are allowed only with allow_stacked=true. UV distortion and texel density are not measured. udim permits tile crossings and validates only the nonnegative ten-column coordinate domain, not texture-file availability.

Use export_uv_layout to write actual polygon UV edges to a new SVG path. Each object gets its own labelled panel, fitted to its coordinates with the unit-tile border shown; panels do not imply shared texel scale. Export is a layout visualization, not a quality pass. It neither packs nor repairs UVs. The default panels mode accepts at most 64 objects. Choose layout_mode=overlay to display up to 4096 objects in their shared UV coordinate space. Set an explicit max_triangles budget (up to 500000) for larger atlas exports.