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
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