One week ago I found what my team spend a lot of time for reviewing UV and padding. So I decided to wrote script for Maya for checking padding. Main condition was - Maya LT, so I can use only MEL…
I solved the problem. In few words: calculate hypotenuse from Point C (vertex) to A and B points (edge vertices) using minimum padding (small cathetus CD) and compare (AD+DB) with real edge length (AB). And some simple (or not ) conditions, exceptions, inspections… And a lot of optimization, because at first time all worked great… but spent a a lot of time…
Also at begun I checked harden/soften edges+saved them in list, so at the end I assign them back.
if I have geometry something like that, cylinder, I detaching geometry by edges, and red edge remains un-cut on mesh and cut on UV. That would not be a problem if I didn’t need to use a cleanup to fix mesh errors and detached polygons to solve problem.
I can’t found solution, or scripts… It’s simple command in Max - split… but in Maya for me it is unreal problem.
*I used DetachComponent;
small GIF presents result, Pinned vertexes have small padding to near UV shell: