You guys are unearthing new levels of moronic on the part of the Maya devs.
Thanks for the insight. I have renamed the first UV set to something else than map1 (which I have always hated when receiving models from Maya) so that might explain why the UV relationship editor is not behaving quite like it says on the tin. Soldiering on. Morten > Den 26. maj 2017 klokken 12:57 skrev Anto Matkovic <[email protected]>: > > > 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 oth er 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.

