-Have you double checked, whether a skincluster is actually applied to the mesh? -Is there an influence (joint) selected in the tool settings of the skinweighting tool for painting? -In the tool settings, is the Paint mode selected (and not the select mode) ?
I want the script to read the polygon average as it is when selected and average all the polygons selected based on faces selected average. Instead of as your script and others, which is averaging based on an axis.
What software do you use? In modo you can select one edge, skip one, select the next, then just hit the up arrow and it will select every other edge in the ring.
Thats a bit more than just viewport navigation ;) Selection is probably the hardest part, since you probably want "interactive" selection where you select whatever is centered in the current camera.
So how are you getting an array that lists the verts in the order they're selected? All the ways I know of to get vert selections return an array or bitarray in numeric order, not in selection order.
Maybe not explode the pieces but "isolate selection" then run a AO bake and exit isolation mode? Have it iterate over your selection or maybe objects in a specific selection set, layer or named group?
ctrl+h only works at the object level. Select the faces you want to SEE and isolate them. Viewport menu: Show -> Isolate Selected -> View Selected Click again to unhide everything.
Set the selection mode in the 3D viewport to Face Select. In the UV editor use the UV > Show / Hide Faces > Hide Unselected command to transfer UV island selections to the mesh in the 3D viewport.
is there a script out there that could make selected polys into circles? Like, it rearranges all outer verts in selected poly so that they are equidistant and equiangular?