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 <[email protected]> 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 <[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.
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