Maya MEL Script help needed (UV border edges)

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  • beefaroni
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    beefaroni sublime tool
    @CJE - No problem, glad that worked out!
  • Kanyl
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    Kanyl polycounter lvl 4
    I never post anything on Polycount, but I just had to log in and write you all a BIG THANK YOU! I am working on a very complex model with hundreds of UV-seams that I had to harden, without any result at all selecting them through convertion. This saved me several hours of work and tweaking, as the bake became flawless after this! That being said, Autodesk should implement this script as a standrard function in the future, because this is something every user of Maya should be aware of prior to baking! THANKS A LOT! Much love from Sweden!
  • bafly
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    bafly polycounter lvl 2
    hey! need help with detaching complex edges combination.
    In 2018.4: Simple cube. Things get strange in some cases when detaching different bordering edges/loops (>1).
    Edges are good splitted by two, but vertices are staying unchanged,  >_<?


  • bafly
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    bafly polycounter lvl 2
    bafly said:
    hey! need help with detaching complex edges combination.
    in 2018.4: simple cube. in some cases when detaching different bordering edges (>1) - vertices are staying unchanged - 2 splitted edges with two containing vertices in a loop >_<
    the problem is in maya - you should deatch shell borders one by one

    next question how to automate this? I don't want to bother users with select-detach loop cycles
  • throttlekitty
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    throttlekitty Polycount Sponsor
    @bafly I'm up very late but I can give the script a shot after I've had some sleep. To clean up those stray UV seams from the detach, you can select each UV shell, convert to contained edges and sew
  • bafly
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    bafly polycounter lvl 2
    ty throttlekitty! but firstly can you please confirm next issue:

    1. create simple cube with 1x1x1 subdivs
    2. select (by hand) all uv shell border edges
    3. detach them (split)
    4. all selected edges are splitted but vertices are not


  • bafly
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    bafly polycounter lvl 2
    sry for my impatience ^_^ running ahead..about stray uv seams
    i found simple solution to avoid them by chipping off uv shells before edge splitting.

    and put in to script:
    https://1drv.ms/u/s!ArEaVqpF75_hhuYpsvhQ7dpmK1XNJw

    some other staff is based on this two great works, ty guys:
    1. https://mayastation.typepad.com/maya-station/2011/03/how-many-shells-in-a-uv-set-.html
    2. rebb

    usage:

    import uv_tools
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