Thanks Daniel - that looks promising.

Morten




> Den 1. juni 2017 klokken 14:37 skrev Daniel Brassard <dbrassar...@gmail.com>:
> 
> 
> 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 <x...@colorshopvfx.dk>
> 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 <a...@matkovic.com>:
> > >
> > >
> > > 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 <x...@colorshopvfx.dk>
> > >  To: "Userlist, Softimage" <softimage@listproc.autodesk.com>
> > >  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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