How do I Split a Mesh by UV Elements?
Using the Unwrap_UVW modifier's Flatten option, you can split the UV Coordinates into elements based on
a threshold angle for easier texturing. The following scripted function allows you
to detach the mesh faces based on the corresponding Map faces. (Remember, there is
a one-to-one correspondence between their indices, so the task is relatively trivial
- see Understanding Texture Coordinates).
SCRIPT
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fn splitMeshByUVElements mesh channel =
(
with undo off
(
local obj = copy mesh--copy the original object
convertToMesh obj--convert to editable mesh
while obj.numfaces > 0 do--repeat until all elements have been detached
(
face_array = #(1)--init. an array including only face 1
cnt = 0--init. a counter --repeat until the counter is higher than the faces stored in the array
while cnt < face_array.count do
(
cnt += 1 --increase the counter --get all map vertices used by the current map face in the collection array:
theVerts = meshop.getMapVertsUsingMapFace obj channel #(face_array[cnt])
--get all map faces used by these map vertices - --this gives us all neighbours of the current map face
theFaces = meshop.getMapFacesUsingMapVert obj channel theVerts
--make sure only unique faces are written to the array
for f in theFaces where findItem face_array f == 0 do
append face_array f
)--end while cnt --once all connected faces in an element are collected, --create a new empty EMesh:
with undo on
new_emesh = Editable_mesh()
--detach the collected faces and assign to the EMesh's TriMesh
new_emesh.mesh = meshop.detachFaces obj face_array delete:true asMesh:true
--Copy the transformation of the original object
new_emesh.transform = mesh.transform
--Assign a unique name based on the original one
new_emesh.name = uniquename (mesh.name +"_UVsplit")
)--end while numfaces
delete obj--delete the clone which has no faces at this point
)
)
--Example usage:
theTeapot = Teapot mapcoords:true
splitMeshByUVElements theTeapot 1
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