This may be a difficult question to ask, but… well. Let me provide you an example.
Let’s say I have modelled a hand with 4 fingers and a thumb. What I want to do is, I want to select the last face on the index finger (or whatever face is at the tip of the finger) and then select a vertex somewhere down the index finger. Let’s say at the at the first joint of the index finger. Is there anyway to make a script that will select all faces from my first face selection, to the vertex I selected. Basically have it run across the finger and stopping at the vertex (mathematically, I assume it would have to be based on connected edges?).
You may be asking why I want to know this, but it’s really just for a softMod script I’m trying to write. With Maya 6’s soft modification tool is that, you can have Selection Masking, which means the soft mod only works on your selected components. Or you can have it off, and it will affect anything within the radius of the falloff.
Using the hand as an example. With the Selection Masking off then other fingers would be affected by the fall off radius. (since it’s a spherical falloff). With Selection Masking on, then only what I selected would be effected, which works fine. But I’m basically wondering if it’s possible with mel, to create a selection based on two different components and it’s connecting edges. Or some secret command in the softMod command that will allow me to do this.