Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 16 01-02-2012 , 12:57 PM
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And thanks for the tip of holding shift and the > key to expand selection, that's a good one to know.

# 17 01-02-2012 , 01:18 PM
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Also if its all combined and you dont want to separate it all etc, simply select a component from the piece you want and go to select > grow selection region unitl the piece is selected then you can move stuff around that way too

Jay

# 18 01-02-2012 , 01:21 PM
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-Switch to face mode.
-Double click on the face of the shell you want.

# 19 01-02-2012 , 01:24 PM
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I was going to offer the "double click on a face" as well, but I don't know if that will select discontiguous (?) faces if you haven't separated out the mesh yet.

# 20 01-02-2012 , 01:26 PM
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Had to try it... Hey, it works! Double clicking on a face will select all contiguous faces. So you can extract from there, if for whatever reason you want to separate out pieces individually.

# 21 01-02-2012 , 01:49 PM
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Personnaly, I like to use selection constraints, because it's faster.
I made a shortcut to switch from shell constraint on and off.
#ON
polySelectConstraint -bo false -sh true -cr false;
#OFF
polySelectConstraint -bo false -sh false -cr false;

If anybody feels like making a toggle of that in mel I'd be gratefull!

# 22 01-02-2012 , 02:36 PM
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Very cool. double click on a face, connected mesh is all selected and then extract and it becomes it's own object inside of the hierarchy. I just tried it and that's what happens. These are the sort of operations I would be using all the time. Again thanks, this is way helpful.

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