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: [email protected] [mailto:[email protected]] On Behalf Of Morten Bartholdy Sent: יום ג 23 מאי 2017 16:19 To: Artur W <[email protected]>; Official Softimage Users Mailing List. https://groups.google.com/forum/#!forum/xsi_list <[email protected]> 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 <[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. This communication (including any attachments) is sent on behalf of Playtech plc or one of its subsidiaries (Playtech Group). It contains information which is confidential and privileged. If you are not the intended recipient, please notify the sender immediately and destroy any copies of this communication. Unless expressly stated to the contrary, nothing in this communication constitutes a contractual offer capable of acceptance or indicates intention to create legal relations or grant any rights. The Playtech Group monitors communications sent or received by it for security and other purposes. Any views or opinions presented are solely those of the author and do not necessarily represent those of the Playtech Group ------ Softimage Mailing List. To unsubscribe, send a mail to [email protected] with "unsubscribe" in the subject, and reply to confirm.

