I believe he is referring to selecting and edge (or an edge loop) and splitting that 1 edge into 2 separate edges. (much like detaching an object from another, only in this case he is preparing it by the edge as a border between two meshes that are currently welded as one.
@Killingpeople, I believe the easiest solution for this in Maya. Would be use the bevel command on a selected edge loop, and from there. Select an edge ring and convert selection to faces. After wards, delete the in between and scale the verts down (if the value on the bevel command is too far apart.) Then use the "seperate" command to break the two.
crazymatt, that sounds bananas, or rather, driving the car to get across the street.... no offense of course... unless i too have just totally misunderstood what KP is trying to do here.
chronic's method is how i do it, it is just a difference between selection methods.
separate works on objects that have been combined (two meshes combined to make one) much like attach and detach in max. edit: not really.... *sigh* attaching is like combining and detaching is like extracting... i need a beer.
extract pulls the individual polys that you selected to make them into two new polysurfaces in one group... take note of that in outliner as naming conventions will go to shit if you're not carefuldedareful.
take it easy champ. maybe you should sit the next couple of plays out.
OH! an depending on which version you are using, you may have to manually tell maya to keep faces together. this was fixed in 8 - 2008 versions i believe...... if you don't have to manually tell it to keep faces together when you extrude, then you're good to go... those days of typing in yes in the channel box SUCKED... scriptididoda
Killingpeople, if I understand you correctly, you just want to cut a model into two pieces along an edgeloop, correct? If so, just select your edgeloop, then go to edit mesh > detach component. Its still technically one mesh even though the verts are no longer welded, so just do mesh > separate.
Krynn> Be aware that this would require some form of vertex merge as well, else all verts associated along that edge would be detached from each other.
I'm with Chronic's suggestion to use extract. If you don't want extract to create a new object of your selected faces then just uncheck the "separate extracted faces".
Krynn72's workflow is the closest you will get to what you want - but all those associated verts along the break egde will be seperated too (creates too much room for error imo - if you forget to reweld).
The exact workflow you are looking for is simply not implemented in Maya, sorry.
I believe he is referring to selecting and edge (or an edge loop) and splitting that 1 edge into 2 separate edges. (much like detaching an object from another, only in this case he is preparing it by the edge as a border between two meshes that are currently welded as one.
crazymatt, that sounds bananas, or rather, driving the car to get across the street.... no offense of course... unless i too have just totally misunderstood what KP is trying to do here.
Speaking of Bananas that is exactly how I do it. ( Bevel )
cly_edgeSplitBevel.mel
splits geometry on edge selections ( a single edge requires at least one hole neighbor ) edit the resulting tear with the bevel's offset attribute: mmb -ctrl drag -> ( cly_splitBevel.offset )
tried lots of crazy self intersecting loops to try and break it... happiness so far.
wow, yeah, totally misunderstood what the objective of this would be. crazymatt's workflow description sounded to me more like a way of creating two separate meshes, and combine that with "selecting an edge loop and split", seemed more like extraction in maya.. shovel in hand.... so the real answer here, per usual is, script?
I just found this thread and the solution posted by claydough looks very good, but I can't find how to install the script... I'm using maya 2011 and I don't know at all the script workflow...
I tried to follow what the readme says, but I can't get it...
Place script in scripts directory which is located in your my documents folder. So go My Documents -> 2011 -> scripts and put that in there. Same for icons. Maya should detect it on restart or type rehash in maya's command line (bottom left). Once thats done, type cly_edgeSplitBevelSetUp; in the command line and enter. Once I get back from doing some chores, I'll try this in maya 2011.
Place script in scripts directory which is located in your my documents folder. So go My Documents -> 2011 -> scripts and put that in there. Same for icons. Maya should detect it on restart or type rehash in maya's command line (bottom left). Once thats done, type cly_edgeSplitBevelSetUp; in the command line and enter. Once I get back from doing some chores, I'll try this in maya 2011.
Just for the info, you might not need the script at all, as Autodesk added this feature in Maya 2011 (maybe 2010, not sure).
Edit Mesh > Detach Component now splits edges like the Split button in Max (doesn't completely break the vertex like it used to).
Killingpeople, if I understand you correctly, you just want to cut a model into two pieces along an edgeloop, correct? If so, just select your edgeloop, then go to edit mesh > detach component. Its still technically one mesh even though the verts are no longer welded, so just do mesh > separate.
Hope thats what you were looking for.
Hi everyone,
i had the same problem for a complex mesh and 1000000000 tnx for krynn. this is the best and easiest way to separate meshs from edge /edgeloop selected
Replies
All I want to do, is break the mesh along a previously selected loop/edges.
chronic: Thanks for the reply. I'm looking to break an edge selection not a face selection.
@Killingpeople, I believe the easiest solution for this in Maya. Would be use the bevel command on a selected edge loop, and from there. Select an edge ring and convert selection to faces. After wards, delete the in between and scale the verts down (if the value on the bevel command is too far apart.) Then use the "seperate" command to break the two.
chronic's method is how i do it, it is just a difference between selection methods.
separate works on objects that have been combined (two meshes combined to make one) much like attach and detach in max. edit: not really.... *sigh* attaching is like combining and detaching is like extracting... i need a beer.
extract pulls the individual polys that you selected to make them into two new polysurfaces in one group... take note of that in outliner as naming conventions will go to shit if you're not carefuldedareful.
take it easy champ. maybe you should sit the next couple of plays out.
OH! an depending on which version you are using, you may have to manually tell maya to keep faces together. this was fixed in 8 - 2008 versions i believe...... if you don't have to manually tell it to keep faces together when you extrude, then you're good to go... those days of typing in yes in the channel box SUCKED... scriptididoda
Hope thats what you were looking for.
I'm with Chronic's suggestion to use extract. If you don't want extract to create a new object of your selected faces then just uncheck the "separate extracted faces".
The exact workflow you are looking for is simply not implemented in Maya, sorry.
exactly yes.
yeah this is what I want to do... the same behavior like detach component, but I want the verts to remain connected on both borders.
be back later to try this other junk out! thanks again
Speaking of Bananas that is exactly how I do it. ( Bevel )
( a single edge requires at least one hole neighbor )
edit the resulting tear with the bevel's offset attribute:
mmb -ctrl drag -> ( cly_splitBevel.offset )
happiness so far.
I tried to follow what the readme says, but I can't get it...
Place script in scripts directory which is located in your my documents folder. So go My Documents -> 2011 -> scripts and put that in there. Same for icons. Maya should detect it on restart or type rehash in maya's command line (bottom left). Once thats done, type cly_edgeSplitBevelSetUp; in the command line and enter. Once I get back from doing some chores, I'll try this in maya 2011.
no problem froyok
Edit Mesh > Detach Component now splits edges like the Split button in Max (doesn't completely break the vertex like it used to).
Hi everyone,
i had the same problem for a complex mesh and 1000000000 tnx for krynn. this is the best and easiest way to separate meshs from edge /edgeloop selected