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UV mapping is the process of taking a three-dimensional mesh (X, Y and Z coordinates) and unwrapping it to a flat two-dimensional image (U and V coordinates), in order to texture the 3D model with 2D images. Use this tag for questions pertaining to UV's and UV mapping.

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Scale Connected UV Faces on Individual Origins

loop_sum = mathutils.Vector((0, 0, 0)) loop_count = len(face.loops) for loop in face.loops: uv = loop[uv_lay].uv loop_sum.xy += uv center = loop_sum … ].uv *= x # Move the UV coordinates back to where they were loop[uv_lay].uv += center.xy # Update the mesh with the changes bmesh.update_edit_mesh(mesh) bm.free() …
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