How do I get a selected vertex and it's corresponding uv vertex?

A vertex I can get with


A uv vertex I can get with


But the index is not the same for uv and mesh vertex.

  • $\begingroup$ In your first line you retrieve a vertex from the active object's mesh, in the second line you retrieve the uv layer from the active object's mesh, and you don't need to add '.data[0]'. What you are refering to as the "index" of the uv map is its name itself, there is not way you will have a correlation between a mesh's vertices index and a mesh's UV_layer $\endgroup$
    – Yvain
    Mar 23 '16 at 12:11

As madlaina says, A vertex doesn't have a 1:1 corraspondance with UV coordinates.

However using BMesh you can loop over a vertices connected face corners (loops), and find the UV's used by a vertex.

Heres a script that prints all vertices UV's in editmode.

Both the first-uv found (which is OK if you assume all UV's attached to a vertex will be the same).
And the mean average.

import bpy
import bmesh
from mathutils import Vector

obj = bpy.context.edit_object
me = obj.data
bm = bmesh.from_edit_mesh(me)

def uv_from_vert_first(uv_layer, v):
    for l in v.link_loops:
        uv_data = l[uv_layer]
        return uv_data.uv
    return None

def uv_from_vert_average(uv_layer, v):
    uv_average = Vector((0.0, 0.0))
    total = 0.0
    for loop in v.link_loops:
        uv_average += loop[uv_layer].uv
        total += 1.0

    if total != 0.0:
        return uv_average * (1.0 / total)
        return None

# Example using the functions above
uv_layer = bm.loops.layers.uv.active

for v in bm.verts:
    uv_first = uv_from_vert_first(uv_layer, v)
    uv_average = uv_from_vert_average(uv_layer, v)
    print("Vertex: %r, uv_first=%r, uv_average=%r" % (v, uv_first, uv_average))
  • $\begingroup$ exactly what I was looking for. Thank you! $\endgroup$
    – ndee
    Mar 23 '16 at 13:33

The thing you need to consider is that a vertex can have multiple uv-coordinates (for example if you unwrap two faces then there are two uv coordinates for one vertex where the seams are)

The UV Coordinates are actually stored per face-loop and not per vertex. It is a good idea to read up on this here to understand the concept better:


Maybe you can give us more information, what you would like to do with the uv coordinates.


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