Heh, I didnt find a way, but I helped Miauu create the Easy Peel, part of these scripts: http://miauumaxscript.blogspot.bg/p/miauus-script-pack-vol2.html . Basically It does what i've described in the previous comment. This should work imho:
That would rock HJS! And thanks for textools tip that will come in handy for quite a few things. Maybe if it's impossible to transplant the edge selection, you might be able to expand on what you have and create elements based on the smoothing groups after transferring the UV shells to smoothing groups? I looked around for…
maybe I will have a look tonight, see if I can wrap a script together that will add a editPoly modifier with outer edges of the UV shells converted to geo edges selected in the editPoly modifier ready to do stuff with.
What errors? There are some viewport-only smoothing errors after using the EdgeSmooth script, which aren't present when rendering or exporting. Is that what you're talking about? I kill them by adding an Edit Normals modifier, then collapsing the stack.
I'm not on the computer right now. I discovered if I exported the model (after applying the hard edges script), as an obj with its normals checked, then reimported. These errors were gone as it "locked" the normals for the model along the hardened edges versus using smoothing groups. So the visual errors that having…
almost there (warning not yet complete or working!! with newer versions than max 9)function selectUVOuterEdges = ( if (selection.count > 0)then(--at least an object selected local obj = selection[1]; local uv = modPanel.getCurrentObject(); if( classof(uv) == Unwrap_UVW)then( print("yes UV modifier is there");…