def execute(self, context):
active_obj = context.scene.objects.active
active_mesh = active_obj.data
select_and_change_mode(active_obj, 'EDIT')
edit_obj = bpy.context.edit_object
active_mesh = edit_obj.data
uv_layer_holdr1 = active_mesh.uv_textures.get(kWPLSmoothHolderUVMap1)
if uv_layer_holdr1 is None:
active_mesh.uv_textures.new(kWPLSmoothHolderUVMap1)
uv_layer_holdr2 = active_mesh.uv_textures.get(kWPLSmoothHolderUVMap2)
if uv_layer_holdr2 is None:
active_mesh.uv_textures.new(kWPLSmoothHolderUVMap2)
bm = bmesh.from_edit_mesh(active_mesh)
bm.verts.ensure_lookup_table()
bm.faces.ensure_lookup_table()
bm.verts.index_update()
uv_layer_holdr1 = bm.loops.layers.uv.get(kWPLSmoothHolderUVMap1)
uv_layer_holdr2 = bm.loops.layers.uv.get(kWPLSmoothHolderUVMap2)
for face in bm.faces:
for vert, loop in zip(face.verts, face.loops):
loop[uv_layer_holdr1].uv = (vert.co[0],vert.co[1])
loop[uv_layer_holdr2].uv = (vert.co[2],0)
return {'FINISHED'}
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