So, I'm making the change from 3DS Max to Maya and have been brushing up on my ancient Maya knowledge in my downtime.
One thing I rely heavily on whilst UVing in Max is to select a bunch of faces, detach them, modify them by using relax, move, scale etc and then stitch everything together again at the end.
However, I can't figure out how to do this in Maya - selecting the verts of the UV and going to <CUT UV EDGES> splits every edge within the selection - the only way to have a similar workflow is to select the edges which border the selection and cut these but selecting teh faces and detaching/ cutting them is a much faster, more efficient way of going about it - is there a way?
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or you can make a mel shortcut:
http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/nightshade-uv-editor
You select your faces, click a button and those faces are "torn off" and converted to a UV shell selection.
Then hit the unfold button, select the shell borders and sew it together again.
I ran through them all the suggestions this morning at work, testing their functionality on a few objects and characters. I ended up using a combination of your tips, and wrote up a little MEL script which I bound to the "D" key so that the detach function of 3DSMax's UV editor is replicated completely.
The code is below - just open the Hotkey Editor, paste this into the MEL code window and assign it to your hotkey of choice...