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
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