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 <[email protected]>
To: "Userlist, Softimage" <[email protected]>
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 [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.