You could do a few things...if your rig is wonky and you cheated a bit to 
fit something in there then you can just make a new duplicate mesh, 
transfer the UVs to that and then delete history.  Then match the binds 
between the two objects and transfer weights.  Now delete your old mesh and 
your new one is the correct mesh you wanted.

Alternatively you could start a geometryCaching pipeline wherein you just 
have a render mesh and a rig mesh and the rigged mesh just creates a 
geometry cache that applies to the render mesh after it's animated.  In 
this situation you wouldn't care about history etc on the render mesh and 
could do any UVing you please on it.

Otherwise Artonator's solution DOES work in this situation...from what I 
can tell.  You seem to have a pretty specific situation with inherent 
problems that I'm not aware of so I can't fully advise since I don't have 
the full story.  There's many other things you could do but it's not worth 
listing everything under the sun...

On Thursday, May 8, 2014 1:48:26 PM UTC-4, matthew wrote:
>
> Hi great helpers out there,
>
> Currently I am trying to transfer a uv set from one to the other object 
> and don't want to leave any history, because Delete Nondeformhistory breaks 
> my rig.
> I try to use MayaAPI but still have to create the transfer node if the uv 
> number is different.
> Is there any smater way that meets every condition I want?
>
> Thanks a lot!
>
> mfn_mesh = OpenMaya.MFnMesh(mesh_mObj)
>         for uv_set, uv_arrays in uv_dict.items():
>                mfn_mesh.setUVs(uv_arrays[0], uv_arrays[1], uv_set)
>
>
> M
>

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