I am taking "duct tape" official term to express any strange mayan methodology. Neat.
On May 27, 2017 12:07 AM, "Martin" <[email protected]> wrote: > 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. > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. >
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