Re: OTish and F****** Mayaish rant - or the multiple UV sets conundrum

2017-06-01 Thread Morten Bartholdy
Thanks Daniel - that looks promising.

Morten




> Den 1. juni 2017 klokken 14:37 skrev Daniel Brassard :
> 
> 
> Hi Morten,
> 
> There is a google group list similar to our own and very active for Maya
> 
> https://groups.google.com/forum/#!forum/maya_he3d
> 
> Maybe that is what your are looking for.
> 
> On Tue, May 30, 2017 at 3:56 AM, Morten Bartholdy 
> wrote:
> 
> > You guys are unearthing new levels of moronic on the part of the Maya devs.
> >
> > Thanks for the insight. I have renamed the first UV set to something else
> > than map1 (which I have always hated when receiving models from Maya) so
> > that might explain why the UV relationship editor is not behaving quite
> > like it says on the tin.
> >
> > Soldiering on.
> >
> > Morten
> >
> >
> >
> > > Den 26. maj 2017 klokken 12:57 skrev Anto Matkovic :
> > >
> > >
> > > I think Relationship Editor is only way through UI. Action in
> > Relationship Editor creates UV Chooser node, which then allows to choose
> > something else than first member of array of UV Sets, so theoretically it's
> > possible to invoke this by some script, and un-hide the node in Hypergraph
> > (it's visible in Node Editor). But, once you're in node un-hiding business,
> > it easily shows what you do not want to see, in this case, perhaps all
> > objects having this texture assigment. So, imho only solution is what Ivan
> > suggested, to use some plugin, written by Maya guru.By the way it's full of
> > such crazy, partial workarounds over twenty year old framework. This seems
> > to be a tradition, even in newer versions. For example, new ''improved''
> > Connect Tool (Subdivide Edges in SI) in Maya 2017, creates one operator for
> > each subdivision, or twice if symmetry modeling is used - first operator is
> > subdivide at 0.5, second is 0.5 of previous 0.5, or 0.5 of previous 0.66,
> > so on. Unbelievable in any oth
> >  er 3d on planet, even for quick user solution posted on some forum, but
> > in ''official'' Maya, this is ''normal''.Funny enough, long time ago
> > exactly the same nodal framework had great reputation, comparable with our
> > opinions about Softimage ICE, while these 'duct tape' workarounds were
> > considered as temporary, not important stuff for smart Maya people. Today I
> > think for everyone, it is just a chore, an old fashion can-do
> > everything-but-poorly thing.
> > >   From: Morten Bartholdy 
> > >  To: "Userlist, Softimage" 
> > >  Sent: Tuesday, May 23, 2017 10:45 AM
> > >  Subject: OTish and F** Mayaish rant - or the multiple UV sets
> > conundrum
> > >
> > > I am late to the sad and boring party of learning Maya and have run into
> > what looks like total idiosyncracy in the way you manage and use multiple
> > UV sets in Maya.
> > >
> > > Trying to keep an open mind and keeping the learning hat on, I am
> > willing to accept there might be a good reason for the way Maya does it,
> > but having to Link each UV set to a given texture using the Relationship
> > Editor rather than just selecting the desired UV set in a texture
> > projection node like in Soft is beyond my imagination. It seems like
> > programmers harassment.
> > >
> > > Can someone here indicate a good reason for this, expanded
> > functionality, or perhaps a simpler workaround for using multiple UV sets
> > in shader networks in Maya?
> > >
> > > Thanks, and apologies for blowing off steam.
> > >
> > >
> > > Morten
> > > --
> > > Softimage Mailing List.
> > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > with "unsubscribe" in the subject, and reply to confirm.
> > >
> > >
> > >--
> > > Softimage Mailing List.
> > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > with "unsubscribe" in the subject, and reply to confirm.
> > --
> > Softimage Mailing List.
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> > with "unsubscribe" in the subject, and reply to confirm.
> >
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Re: OTish and F****** Mayaish rant - or the multiple UV sets conundrum

2017-06-01 Thread Daniel Brassard
Hi Morten,

There is a google group list similar to our own and very active for Maya

https://groups.google.com/forum/#!forum/maya_he3d

Maybe that is what your are looking for.

On Tue, May 30, 2017 at 3:56 AM, Morten Bartholdy 
wrote:

> You guys are unearthing new levels of moronic on the part of the Maya devs.
>
> Thanks for the insight. I have renamed the first UV set to something else
> than map1 (which I have always hated when receiving models from Maya) so
> that might explain why the UV relationship editor is not behaving quite
> like it says on the tin.
>
> Soldiering on.
>
> Morten
>
>
>
> > Den 26. maj 2017 klokken 12:57 skrev Anto Matkovic :
> >
> >
> > I think Relationship Editor is only way through UI. Action in
> Relationship Editor creates UV Chooser node, which then allows to choose
> something else than first member of array of UV Sets, so theoretically it's
> possible to invoke this by some script, and un-hide the node in Hypergraph
> (it's visible in Node Editor). But, once you're in node un-hiding business,
> it easily shows what you do not want to see, in this case, perhaps all
> objects having this texture assigment. So, imho only solution is what Ivan
> suggested, to use some plugin, written by Maya guru.By the way it's full of
> such crazy, partial workarounds over twenty year old framework. This seems
> to be a tradition, even in newer versions. For example, new ''improved''
> Connect Tool (Subdivide Edges in SI) in Maya 2017, creates one operator for
> each subdivision, or twice if symmetry modeling is used - first operator is
> subdivide at 0.5, second is 0.5 of previous 0.5, or 0.5 of previous 0.66,
> so on. Unbelievable in any oth
>  er 3d on planet, even for quick user solution posted on some forum, but
> in ''official'' Maya, this is ''normal''.Funny enough, long time ago
> exactly the same nodal framework had great reputation, comparable with our
> opinions about Softimage ICE, while these 'duct tape' workarounds were
> considered as temporary, not important stuff for smart Maya people. Today I
> think for everyone, it is just a chore, an old fashion can-do
> everything-but-poorly thing.
> >   From: Morten Bartholdy 
> >  To: "Userlist, Softimage" 
> >  Sent: Tuesday, May 23, 2017 10:45 AM
> >  Subject: OTish and F** Mayaish rant - or the multiple UV sets
> conundrum
> >
> > I am late to the sad and boring party of learning Maya and have run into
> what looks like total idiosyncracy in the way you manage and use multiple
> UV sets in Maya.
> >
> > Trying to keep an open mind and keeping the learning hat on, I am
> willing to accept there might be a good reason for the way Maya does it,
> but having to Link each UV set to a given texture using the Relationship
> Editor rather than just selecting the desired UV set in a texture
> projection node like in Soft is beyond my imagination. It seems like
> programmers harassment.
> >
> > Can someone here indicate a good reason for this, expanded
> functionality, or perhaps a simpler workaround for using multiple UV sets
> in shader networks in Maya?
> >
> > Thanks, and apologies for blowing off steam.
> >
> >
> > Morten
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
> >
> >
> >--
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
> --
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Re: OTish and F****** Mayaish rant - or the multiple UV sets conundrum

2017-05-30 Thread Morten Bartholdy
You guys are unearthing new levels of moronic on the part of the Maya devs.

Thanks for the insight. I have renamed the first UV set to something else than 
map1 (which I have always hated when receiving models from Maya) so that might 
explain why the UV relationship editor is not behaving quite like it says on 
the tin.

Soldiering on.

Morten



> Den 26. maj 2017 klokken 12:57 skrev Anto Matkovic :
> 
> 
> I think Relationship Editor is only way through UI. Action in Relationship 
> Editor creates UV Chooser node, which then allows to choose something else 
> than first member of array of UV Sets, so theoretically it's possible to 
> invoke this by some script, and un-hide the node in Hypergraph (it's visible 
> in Node Editor). But, once you're in node un-hiding business, it easily shows 
> what you do not want to see, in this case, perhaps all objects having this 
> texture assigment. So, imho only solution is what Ivan suggested, to use some 
> plugin, written by Maya guru.By the way it's full of such crazy, partial 
> workarounds over twenty year old framework. This seems to be a tradition, 
> even in newer versions. For example, new ''improved'' Connect Tool (Subdivide 
> Edges in SI) in Maya 2017, creates one operator for each subdivision, or 
> twice if symmetry modeling is used - first operator is subdivide at 0.5, 
> second is 0.5 of previous 0.5, or 0.5 of previous 0.66, so on. Unbelievable 
> in any oth
 er 3d on planet, even for quick user solution posted on some forum, but in 
''official'' Maya, this is ''normal''.Funny enough, long time ago exactly the 
same nodal framework had great reputation, comparable with our opinions about 
Softimage ICE, while these 'duct tape' workarounds were considered as 
temporary, not important stuff for smart Maya people. Today I think for 
everyone, it is just a chore, an old fashion can-do everything-but-poorly thing.
>       From: Morten Bartholdy 
>  To: "Userlist, Softimage"  
>  Sent: Tuesday, May 23, 2017 10:45 AM
>  Subject: OTish and F** Mayaish rant - or the multiple UV sets conundrum
>
> I am late to the sad and boring party of learning Maya and have run into what 
> looks like total idiosyncracy in the way you manage and use multiple UV sets 
> in Maya.
> 
> Trying to keep an open mind and keeping the learning hat on, I am willing to 
> accept there might be a good reason for the way Maya does it, but having to 
> Link each UV set to a given texture using the Relationship Editor rather than 
> just selecting the desired UV set in a texture projection node like in Soft 
> is beyond my imagination. It seems like programmers harassment.
> 
> Can someone here indicate a good reason for this, expanded functionality, or 
> perhaps a simpler workaround for using multiple UV sets in shader networks in 
> Maya?
> 
> Thanks, and apologies for blowing off steam.
> 
> 
> Morten
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
> 
> 
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Re: OTish and F****** Mayaish rant - or the multiple UV sets conundrum

2017-05-27 Thread Pierre Schiller
I am taking "duct tape" official term to express any strange mayan
methodology.
Neat.

On May 27, 2017 12:07 AM, "Martin"  wrote:

> Maya must have one UVset called map1. If the data you are importing
> doesn't have it, Maya will create it.
>
> What I do is rename all my UVs in Softimage before exporting to Maya.
>
> Martin
> Sent from my iPhone
>
> On May 26, 2017, at 19:57, Anto Matkovic  wrote:
>
> I think Relationship Editor is only way through UI. Action in Relationship
> Editor creates UV Chooser node, which then allows to choose something else
> than first member of array of UV Sets, so theoretically it's possible to
> invoke this by some script, and un-hide the node in Hypergraph (it's
> visible in Node Editor). But, once you're in node un-hiding business, it
> easily shows what you do not want to see, in this case, perhaps all objects
> having this texture assigment. So, imho only solution is what Ivan
> suggested, to use some plugin, written by Maya guru.
> By the way it's full of such crazy, partial workarounds over twenty year
> old framework. This seems to be a tradition, even in newer versions. For
> example, new ''improved'' Connect Tool (Subdivide Edges in SI) in Maya
> 2017, creates one operator for each subdivision, or twice if symmetry
> modeling is used - first operator is subdivide at 0.5, second is 0.5 of
> previous 0.5, or 0.5 of previous 0.66, so on. Unbelievable in any other 3d
> on planet, even for quick user solution posted on some forum, but in
> ''official'' Maya, this is ''normal''.
> Funny enough, long time ago exactly the same nodal framework had great
> reputation, comparable with our opinions about Softimage ICE, while these
> 'duct tape' workarounds were considered as temporary, not important stuff
> for smart Maya people. Today I think for everyone, it is just a chore, an
> old fashion can-do everything-but-poorly thing.
>
> --
> *From:* Morten Bartholdy 
> *To:* "Userlist, Softimage" 
> *Sent:* Tuesday, May 23, 2017 10:45 AM
> *Subject:* OTish and F** Mayaish rant - or the multiple UV sets
> conundrum
>
> I am late to the sad and boring party of learning Maya and have run into
> what looks like total idiosyncracy in the way you manage and use multiple
> UV sets in Maya.
>
> Trying to keep an open mind and keeping the learning hat on, I am willing
> to accept there might be a good reason for the way Maya does it, but having
> to Link each UV set to a given texture using the Relationship Editor rather
> than just selecting the desired UV set in a texture projection node like in
> Soft is beyond my imagination. It seems like programmers harassment.
>
> Can someone here indicate a good reason for this, expanded functionality,
> or perhaps a simpler workaround for using multiple UV sets in shader
> networks in Maya?
>
> Thanks, and apologies for blowing off steam.
>
>
> Morten
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
> --
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>
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Re: OTish and F****** Mayaish rant - or the multiple UV sets conundrum

2017-05-26 Thread Martin
Maya must have one UVset called map1. If the data you are importing doesn't 
have it, Maya will create it.

What I do is rename all my UVs in Softimage before exporting to Maya.

Martin
Sent from my iPhone

> On May 26, 2017, at 19:57, Anto Matkovic  wrote:
> 
> I think Relationship Editor is only way through UI. Action in Relationship 
> Editor creates UV Chooser node, which then allows to choose something else 
> than first member of array of UV Sets, so theoretically it's possible to 
> invoke this by some script, and un-hide the node in Hypergraph (it's visible 
> in Node Editor). But, once you're in node un-hiding business, it easily shows 
> what you do not want to see, in this case, perhaps all objects having this 
> texture assigment. So, imho only solution is what Ivan suggested, to use some 
> plugin, written by Maya guru.
> By the way it's full of such crazy, partial workarounds over twenty year old 
> framework. This seems to be a tradition, even in newer versions. For example, 
> new ''improved'' Connect Tool (Subdivide Edges in SI) in Maya 2017, creates 
> one operator for each subdivision, or twice if symmetry modeling is used - 
> first operator is subdivide at 0.5, second is 0.5 of previous 0.5, or 0.5 of 
> previous 0.66, so on. Unbelievable in any other 3d on planet, even for quick 
> user solution posted on some forum, but in ''official'' Maya, this is 
> ''normal''.
> Funny enough, long time ago exactly the same nodal framework had great 
> reputation, comparable with our opinions about Softimage ICE, while these 
> 'duct tape' workarounds were considered as temporary, not important stuff for 
> smart Maya people. Today I think for everyone, it is just a chore, an old 
> fashion can-do everything-but-poorly thing.
> 
> From: Morten Bartholdy 
> To: "Userlist, Softimage"  
> Sent: Tuesday, May 23, 2017 10:45 AM
> Subject: OTish and F** Mayaish rant - or the multiple UV sets conundrum
> 
> I am late to the sad and boring party of learning Maya and have run into what 
> looks like total idiosyncracy in the way you manage and use multiple UV sets 
> in Maya.
> 
> Trying to keep an open mind and keeping the learning hat on, I am willing to 
> accept there might be a good reason for the way Maya does it, but having to 
> Link each UV set to a given texture using the Relationship Editor rather than 
> just selecting the desired UV set in a texture projection node like in Soft 
> is beyond my imagination. It seems like programmers harassment.
> 
> Can someone here indicate a good reason for this, expanded functionality, or 
> perhaps a simpler workaround for using multiple UV sets in shader networks in 
> Maya?
> 
> Thanks, and apologies for blowing off steam.
> 
> 
> Morten
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
> 
> 
> --
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> "unsubscribe" in the subject, and reply to confirm.
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Re: OTish and F****** Mayaish rant - or the multiple UV sets conundrum

2017-05-26 Thread Anto Matkovic
I think Relationship Editor is only way through UI. Action in Relationship 
Editor creates UV Chooser node, which then allows to choose something else than 
first member of array of UV Sets, so theoretically it's possible to invoke this 
by some script, and un-hide the node in Hypergraph (it's visible in Node 
Editor). But, once you're in node un-hiding business, it easily shows what you 
do not want to see, in this case, perhaps all objects having this texture 
assigment. So, imho only solution is what Ivan suggested, to use some plugin, 
written by Maya guru.By the way it's full of such crazy, partial workarounds 
over twenty year old framework. This seems to be a tradition, even in newer 
versions. For example, new ''improved'' Connect Tool (Subdivide Edges in SI) in 
Maya 2017, creates one operator for each subdivision, or twice if symmetry 
modeling is used - first operator is subdivide at 0.5, second is 0.5 of 
previous 0.5, or 0.5 of previous 0.66, so on. Unbelievable in any other 3d on 
planet, even for quick user solution posted on some forum, but in ''official'' 
Maya, this is ''normal''.Funny enough, long time ago exactly the same nodal 
framework had great reputation, comparable with our opinions about Softimage 
ICE, while these 'duct tape' workarounds were considered as temporary, not 
important stuff for smart Maya people. Today I think for everyone, it is just a 
chore, an old fashion can-do everything-but-poorly thing.
  From: Morten Bartholdy 
 To: "Userlist, Softimage"  
 Sent: Tuesday, May 23, 2017 10:45 AM
 Subject: OTish and F** Mayaish rant - or the multiple UV sets conundrum
   
I am late to the sad and boring party of learning Maya and have run into what 
looks like total idiosyncracy in the way you manage and use multiple UV sets in 
Maya.

Trying to keep an open mind and keeping the learning hat on, I am willing to 
accept there might be a good reason for the way Maya does it, but having to 
Link each UV set to a given texture using the Relationship Editor rather than 
just selecting the desired UV set in a texture projection node like in Soft is 
beyond my imagination. It seems like programmers harassment.

Can someone here indicate a good reason for this, expanded functionality, or 
perhaps a simpler workaround for using multiple UV sets in shader networks in 
Maya?

Thanks, and apologies for blowing off steam.


Morten
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RE: OTish and F****** Mayaish rant - or the multiple UV sets conundrum

2017-05-23 Thread Oz Adi
I've been down this sad path for the past two years, and I still get pissed 
every time I use Maya.
weight painting in maya  is really shitty, I would recommend trying this 
plugin: http://www.ngskintools.com/
I tried writing in Python some weight painting functionality that is missing in 
maya, but I gave up, or more accurately: I failed:)
(if anyone wants a 90% working mayan "Re-asign localy" script, for skinning...)
I  also was shocked when I realized how unnecessarily complicated simple stuff 
is, like multiple UVs and light linking for example.
Maya is also very bad with operations on multiple selections.. it's terrible!
The whole software feels like programmer's harassment...
Goodluck, stay brave :)




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: יום ג 23 מאי 2017 16:19
To: Artur W ; Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: OTish and F****** Mayaish rant - or the multiple UV sets conundrum

Apparently it is also half rocket science to paint weight maps in Maya, and 
raycasting UV's between objects with different topology is also non trivial... 
sigh

Morten



> Den 23. maj 2017 klokken 11:15 skrev Artur W :
>
>
> ... to add to this. When we import alembic into maya with UVs, Maya
> sometimes adds second UV map (empty) and sets it as primary. It can't
> be deleted. We tried. You can't use the proper one either. All we do
> is copy UVs from one to the other for it to work. Maya sets new level of dumb.
>
> Artur
>
> I'd like to know it also.
>
> Bring it.
>
> 2017-05-23 10:45 GMT+02:00 Morten Bartholdy :
>
> > I am late to the sad and boring party of learning Maya and have run
> > into what looks like total idiosyncracy in the way you manage and
> > use multiple UV sets in Maya.
> >
> > Trying to keep an open mind and keeping the learning hat on, I am
> > willing to accept there might be a good reason for the way Maya does
> > it, but having to Link each UV set to a given texture using the
> > Relationship Editor rather than just selecting the desired UV set in
> > a texture projection node like in Soft is beyond my imagination. It seems 
> > like programmers harassment.
> >
> > Can someone here indicate a good reason for this, expanded
> > functionality, or perhaps a simpler workaround for using multiple UV
> > sets in shader networks in Maya?
> >
> > Thanks, and apologies for blowing off steam.
> >
> >
> > Morten
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to
> > softimage-requ...@listproc.autodesk.com
> > with "unsubscribe" in the subject, and reply to confirm.
> >
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Re: OTish and F****** Mayaish rant - or the multiple UV sets conundrum

2017-05-23 Thread Morten Bartholdy
Apparently it is also half rocket science to paint weight maps in Maya, and 
raycasting UV's between objects with different topology is also non trivial... 
sigh

Morten



> Den 23. maj 2017 klokken 11:15 skrev Artur W :
> 
> 
> ... to add to this. When we import alembic into maya with UVs, Maya
> sometimes adds second UV map (empty) and sets it as primary. It can't be
> deleted. We tried. You can't use the proper one either. All we do is copy
> UVs from one to the other for it to work. Maya sets new level of dumb.
> 
> Artur
> 
> I'd like to know it also.
> 
> Bring it.
> 
> 2017-05-23 10:45 GMT+02:00 Morten Bartholdy :
> 
> > I am late to the sad and boring party of learning Maya and have run into
> > what looks like total idiosyncracy in the way you manage and use multiple
> > UV sets in Maya.
> >
> > Trying to keep an open mind and keeping the learning hat on, I am willing
> > to accept there might be a good reason for the way Maya does it, but having
> > to Link each UV set to a given texture using the Relationship Editor rather
> > than just selecting the desired UV set in a texture projection node like in
> > Soft is beyond my imagination. It seems like programmers harassment.
> >
> > Can someone here indicate a good reason for this, expanded functionality,
> > or perhaps a simpler workaround for using multiple UV sets in shader
> > networks in Maya?
> >
> > Thanks, and apologies for blowing off steam.
> >
> >
> > Morten
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > with "unsubscribe" in the subject, and reply to confirm.
> >
> --
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> "unsubscribe" in the subject, and reply to confirm.
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Re: OTish and F****** Mayaish rant - or the multiple UV sets conundrum

2017-05-23 Thread Ivan Vasiljevic
That's why 3rd party rendering plugins developed it for maya distribution.
Redshift has it, Vray has it and since Arnold is not 3rd party no more...
Maybe you should ask for it... :)

Cheers.
Ivan

On Tue, May 23, 2017 at 11:15 AM, Artur W  wrote:

> ... to add to this. When we import alembic into maya with UVs, Maya
> sometimes adds second UV map (empty) and sets it as primary. It can't be
> deleted. We tried. You can't use the proper one either. All we do is copy
> UVs from one to the other for it to work. Maya sets new level of dumb.
>
> Artur
>
> I'd like to know it also.
>
> Bring it.
>
> 2017-05-23 10:45 GMT+02:00 Morten Bartholdy :
>
>> I am late to the sad and boring party of learning Maya and have run into
>> what looks like total idiosyncracy in the way you manage and use multiple
>> UV sets in Maya.
>>
>> Trying to keep an open mind and keeping the learning hat on, I am willing
>> to accept there might be a good reason for the way Maya does it, but having
>> to Link each UV set to a given texture using the Relationship Editor rather
>> than just selecting the desired UV set in a texture projection node like in
>> Soft is beyond my imagination. It seems like programmers harassment.
>>
>> Can someone here indicate a good reason for this, expanded functionality,
>> or perhaps a simpler workaround for using multiple UV sets in shader
>> networks in Maya?
>>
>> Thanks, and apologies for blowing off steam.
>>
>>
>> Morten
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: OTish and F****** Mayaish rant - or the multiple UV sets conundrum

2017-05-23 Thread Artur W
... to add to this. When we import alembic into maya with UVs, Maya
sometimes adds second UV map (empty) and sets it as primary. It can't be
deleted. We tried. You can't use the proper one either. All we do is copy
UVs from one to the other for it to work. Maya sets new level of dumb.

Artur

I'd like to know it also.

Bring it.

2017-05-23 10:45 GMT+02:00 Morten Bartholdy :

> I am late to the sad and boring party of learning Maya and have run into
> what looks like total idiosyncracy in the way you manage and use multiple
> UV sets in Maya.
>
> Trying to keep an open mind and keeping the learning hat on, I am willing
> to accept there might be a good reason for the way Maya does it, but having
> to Link each UV set to a given texture using the Relationship Editor rather
> than just selecting the desired UV set in a texture projection node like in
> Soft is beyond my imagination. It seems like programmers harassment.
>
> Can someone here indicate a good reason for this, expanded functionality,
> or perhaps a simpler workaround for using multiple UV sets in shader
> networks in Maya?
>
> Thanks, and apologies for blowing off steam.
>
>
> Morten
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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OTish and F****** Mayaish rant - or the multiple UV sets conundrum

2017-05-23 Thread Morten Bartholdy
I am late to the sad and boring party of learning Maya and have run into what 
looks like total idiosyncracy in the way you manage and use multiple UV sets in 
Maya.

Trying to keep an open mind and keeping the learning hat on, I am willing to 
accept there might be a good reason for the way Maya does it, but having to 
Link each UV set to a given texture using the Relationship Editor rather than 
just selecting the desired UV set in a texture projection node like in Soft is 
beyond my imagination. It seems like programmers harassment.

Can someone here indicate a good reason for this, expanded functionality, or 
perhaps a simpler workaround for using multiple UV sets in shader networks in 
Maya?

Thanks, and apologies for blowing off steam.


Morten
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