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!
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, ?
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
@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
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
Replies
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, ?
next question how to automate this? I don't want to bother users with select-detach loop cycles
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
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:
<br>