Hello @Anonymous,
Hey I'm glad this worked out for you! I've been working on this for an hour or so, learning more about the vertex channels and how to access them via script, and I even found a bug. I'm going to post what I had in case it may help future users, but you're good to go. (If the previous post was helpful, "accepting as solution" will eventually turn it into an Autodesk Knowledge Network article and future users will learn from our interaction. And thanks for that!)
What I was writing before your post came in:...
Interesting. Which engine are you using?
It seems we need to find a way to remove that info, and the channel info tool doesn't seem to do it. You can use this command with an object selected to blow away the vertex channels: "(channelInfo.ClearChannel $ 0)" That will add a UVW Mapping Clear mod to your stack must then be collapsed to 'cement' it into place. It won't affect channel 1, so the uvs will still be there above channel 0.
***Note: Well what do you know, I found a bug while looking into this for you. Apparently, you MUST use this command for this to work. Simply adding the UVW Mapping Clear doesn't seem to do the trick here unless you've run this command once already (even if you delete the mod it creates) Can I use your file to submit to the bug tracker to get this looked at?
Best Regards,