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
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