I’ve been looking around the web for a tool to delete internal faces in a Maya scene file but have had little luck. Most suggestions people have offered are to select outer faces, invert selection, and delete, or to use boolean tools. Being that we’re working with a number of different objects with a large amount of polygons, I’d like our solution to be more robust and programmatic. I was thinking about Maya’s native tools and how to determine whether or not a face is internal, and remembered that when creating an AO map, certain parts of the map will bake to black if an area is completely internal. If, for example, 98% of the surface area of a specific UV face’s associated AO map is black, that face would then be safe to delete. However, I’m stumped on a way to compare the uv space for a given face and the associated AO map. Any thoughts on how this might be done? Thoughts on other ways this could be done?
Cheers!