Select the UVs you want to unfold. Hold down shift (or ctrl, don't remember wich) and select "Smooth UVs" box. Then you'll get two boxes wich you can 'pelt' by scrolling the Unfold box. It's not as good as in Max but it's alright.
spilt the blender window and switch the the dopesheet editor, or activate the animation layout. and in the dopesheet editors toolbar there is a dropdown list, select action editor, and than you will have a other item in the toolbar for selecting actions and adding new ones. hope that helps
If you are selecting all of the edges around the seam and then welding, select one less edge then weld. Then weld that last remaining edge. I'm not really sure which edges attach to what so its kind of hard to tell what's going on...
Are you in Isolate Selected mode? You can also selecting all in the outliner and applying a fresh material to it. If you export an OBJ or FBX and reimport in a new scene are object there? Are those objects not showing up because they are too small or too big?
Try changing it to .001 and 10000 for each view then save pref. edit: save preferences is under file Also select the plane and frame selection ( f ) as well, sometimes thats all it takes when maya starts getting buggy for me.
Honestly... pelt mapping isn't all it was cracked up to be since they improved the relax algorithms. I would cylindrical unwrap it and relax parts and pieces with soft select turned on. Or planar map it, select your pelt seams break the edges and relax.
you can already do that just go to the brush type next to the brush strength options and all that at the top and select the selction tools eg the rectangle or the lasso and then hold ctrl while drawing the shape and everything you selected will be sliced away
I'm having a bit of trouble wrapping my head around your method from descriptions alone. Are you generating three mesh to curve outputs, sampling and blending them then offsetting points around? I'm asking because I'm doing something similar to generate hair cards, blending different curves for root, body of the card and…
or just use the connect components command, it is in the menu under the shift + rmb marking menu. just select 2 verts and use the command, than you can keep selecting new vert pairs to connect and hit g to repeat the command.
You only need to flip the UV, not the geometry. Select the face in the UV editor, Break it, the select the edges inside the hole, and Stitch the polygon back into the main shell. You will need to re-bake the normal map if you had one already.