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'Deform' a mesh to it's UV coordinates.

Message 1 of 9
735 Views, 8 Replies

'Deform' a mesh to it's UV coordinates.

Hi everyone

How can I 'deform' a mesh to it's uv coordinates. I say deform because the topological properties of the result mesh must be the same as the input mesh. (vertex order/count,... etc)

This seems very similar to MJ's (mjcj91) 'create_mesh_from_uv' compound but it isn't quite the same.
Although it's major great stuff, MJ's compound creates a new mesh with different topology properties.
This is NOT what I need in my case.

What I need is much more simple (I think...)
I just need to extract the first UV value for each vertex. (u,v)
(The 'first' because a vertex may have more than 1 uv of course)
Value which I will then use to simply set the x,z coods of the vertex. (u,v) -> (x,y,0)

It would also be nice to be able to plug in the desired uv-set...

My request may seem useless on itself, but I need it as a part of a workflow (that I omitted for clarity)

Thanks in advance

Message 2 of 9
in reply to: mitch.s


I think that the answer may lay somewhere inside the 'get_mesh_UVs' compound.
'get_mesh_UVs' returns all uv's (incl. multiple uv's per vertex) as it should of course.

But what is needed is some kind of custom 'get_mesh_FIRST_UVs' so that the number of uv's returned equals the number of vetrices on the mesh.

I believe that the desired result can be achieved by tweaking something inside
get_mesh_UVs / get_indexed_geo_property_as_float2 / ...

That is basically where the uv-array is built from the meshes' uv property.

This looks quite advanced for a mere mortal / bifrost-noob that I am...
Does someone knows how to pick only the FIRST pair of uv coordinates from a vertex?

Many thanks

Message 3 of 9
in reply to: mitch.s

There is a compound called first_in_array or you use get_from_array and choose the first index, ie the 0th index

Message 4 of 9
in reply to: mitch.s

I havnt tried it but i assume Daniels deformer is doing what you want.


Message 5 of 9
in reply to: Christoph_Schaedl

Thanks guys for those quick answers.

From the dl_to_uvs docs
So I would presume that this is not what I need.

Message 6 of 9
in reply to: mitch.s

If your mesh isnt cutted like the uv borders its impossible to not change the vert count. 

Message 7 of 9
in reply to: mitch.s

I did a test just to be sure:

dl_to_uvs seems to use every facevertex to build its mesh

In and Output topology are not the same. (= are not blendable via blendshape)

I'm starting to wonder whether it is possible...
There seems to be no way to differentiate/filter/choose in a granular way how point components and face_vertex_uv components relate to each other.

This very simple concept of 'move every vertex to it's (first) uv position in 3d space' seems to have a very advanced solution in Bifrost Graph. (or none)

The key must lie somewhere inside the 'get_mesh_UVs' compound. But my knowledge of Bifrost Graph doesn't reach far enough to alter it and make a 'get_mesh_per_point_UVs' compound...

Message 8 of 9
in reply to: mitch.s

Hi all


To illustrate, I made a very naive implementation of this in python.


import maya.cmds as cmds

sels =
mesh = sels[0]
for vtx_id in range(cmds.polyEvaluate(mesh, v=1)):
    cur_vtx = '{}.vtx[{}]'.format(mesh, vtx_id)
    cmds.ConvertSelectionToUVs(fv=1, tuv=1) # Get UVs from VTX
    uvs =    
    if not uvs:
    uv_1st = uvs[0] # Keep only the 1st UV

    uv_coordinates = cmds.polyEditUV(uv_1st, query=True )    # get UV coods
    cmds.xform(cur_vtx, t=[uv_coordinates[0], uv_coordinates[1], 0], ws=1) # set uv coods


As you can see, it's very easy and straightforward.
It works exactly as intended. Topology (vertex-order, count, ...) stays the same so the result mesh is 'blendable' via standard Blendshape deformer.

May be a 'MayaScript to BifrostGraph Challenge' ...

Message 9 of 9
in reply to: mitch.s

Ok, So I found a solution.
Thought I might share it with you.

The original idea was to only use the already available uv data in order to avoid more processor-intensive stuff.
I couldn't find a way to get uv's per specific vertex in the current way that mesh data is structured in bifrost (please correct me if I'm wrong)

So in the end, I resorted to using the more calculus intensive Geolocations anyway.
This works as intended.
The output contains the uv_mesh (MJ's way), as well as the uv_deformed_mesh that is calculated via closest-location.



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