Hi Morten,

There is a google group list similar to our own and very active for Maya

https://groups.google.com/forum/#!forum/maya_he3d

Maybe that is what your are looking for.

On Tue, May 30, 2017 at 3:56 AM, Morten Bartholdy <[email protected]>
wrote:

> 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
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