Douple click on your ep tool and endable chord length. But this is amel forum so i assume you ask mel:
Its not hidden, it does just not exsist in the way you think it does. Context knows how to make parametrization but it creates the sdata internally command the mel command makes the parametrization you write down. So you could have a even wilder parametrization if you wished.
As a general rule contexts don't divulge what their internals are. Just the end result.
QUOTE
that you can click on in maya, but it doesn't spit out the code that will enable you to get the same result
it does actually but your probably dont notice it, Compare theese two lines the frist is uniform and the second is a chord length parametrisation:
CODE
curve -d 3 -p -13.831006 0 -3.125395 -p -7.007541 0 7.505831
-p 3.075091 0 9.708491 -p 7.466224 0 6.262194
-k 0 -k 0 -k 0 -k 1 -k 1 -k 1;
curve -d 3 -p -13.831006 0 -3.125395 -p -7.007541 0 7.505831
-p 3.075091 0 9.708491 -p 7.466224 0 6.262194
-k 0 -k 0 -k 0 -k 9.511684 -k 9.511684 -k 9.511684;
note the -k flags, they differ. So if you really want to generate it with you must calculate the knot values manually (its not hard its just teh distance between the eps). Normally you couldn't even make a ep curve with the curve command without calculating the inverese form ep points. Since it makes the cv's! After all cvs are the true data of the curve the eps are just a inferior quality description (they lack the start tangent direction and some of the scaling).
make a linear curve fit it and then rebuild it if you are unable to sort the math. (its not impossibly hard but a bit extra course).
You can however invoke the context in mel, to do the calculation for you. It is a bit inferior you'd be faster done by making just a liner cv and rebuilding it to your ep curve but this can be more practical to code sometimes:
CODE
{ // let us protect the global var space
$epTmp=curveEPCtx -degree 3 -uniform 0
;
setToolTo $epTmp;
// for some reason you must have something selected
select -r persp;
// scmh is one of the only obscure maya commands out there
// its easier to remeber if you know what it stands for:
// Set Current Manipulator Handle
scmh -a 1 1 1;
scmh -a 1 2 1;
scmh -a 1 2 3;
scmh -a 1 3 3;
scmh -a 1 3 4;
scmh -a 1 4 6;
// chord length of all steps is 1 so there would be no
// difference from uniform is the last wasn't different
deleteUI $epTmp; // let us clean it up
} //end scope