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 <[email protected]>: > > > ... 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 <[email protected]>: > > > 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 [email protected] > > with "unsubscribe" in the subject, and reply to confirm. > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] with > "unsubscribe" in the subject, and reply to confirm. ------ Softimage Mailing List. To unsubscribe, send a mail to [email protected] with "unsubscribe" in the subject, and reply to confirm.

