Maya 2017 Serious problem with uvsets which don't use the default "map1" name
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I will start with a simple hopefully reproducible demo to outline the topic.
Create a primitive cube, rename its uvset to a custom name, duplicate the cube and merge with the first one. The result will have again a default "map1" uvset along the one you renamed. But this one is neither shown in the UVEditor nor in the UV Set Editor. But it's in the list of UVSets in the context submenu and a command query will also reveal, that it is there.
There are quite annoying consequences of this behavior or let's call it Bug now.
For example it also happens with models, like stock models, which were done in another software and now come over to Maya via .fbx and the uvset may be named "UVChannel_1". If you do a Poly Separate on such a model, it will also generate this kind of "hidden" map1 uvset on each separated mesh. And now comes the best: if you export one of those separated meshes in a Maya scene format via "Export Selection" and Import it again the "map1" uvset will be the Current one! And it's empty.
What's going on here?
polyCube -n "testcube1"; polyUVSet -rename -newUVSet "renamedmap1" "testcube1"; duplicate -rr -n "testcube2" "testcube1"; polyUnite -ch 1 -mergeUVSets 1 -name "mergedCubes" "testcube1" "testcube2"; polyUVSet -q -allUVSets "mergedCubes"; // Result: map1 renamedmap1 //