Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 17-11-2007 , 06:25 AM
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un-bake UV mapping?

Hey all,

I imported an XSI model into Maya and want to modify it and give it new textures. Though the model's UV mapping is 'baked' ... i guess. Never done any baking before, but whatever new UV projection I apply, it does not affect the model. Any idea how to un-bake the UV mapping?

# 2 17-11-2007 , 07:11 AM
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I found out that the model has 2 "UV Sets"; The one that came with the import and one I created after the import. Though selecting the imported UV set and trying Polygons->Delete Current UV Set in the UV Texture Editor, doesn't delete anything. The old UV set is still there. I can switch between them, but I really need it to be gone before I can export it to be used as a game model. Any ideas?

# 3 17-11-2007 , 07:18 AM
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maybe via outliner select it there and delete it.

# 4 18-11-2007 , 01:01 AM
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Nothing in the outliner. Tried to find the UV sets in the hypergraph in/outputs, but I get lost when I go more than 1 level down.


Last edited by Eelco; 18-11-2007 at 01:08 AM.
# 5 18-11-2007 , 01:08 AM
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uncheck in the outliner DAG nodes only.. im not in maya but in should be sth like that.

than the node should be visible.

# 6 18-11-2007 , 04:29 PM
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wOw!! that's some junk filter. My scene was cluttered with unused stuff that DAG Only filtered out.
After some major cleaning up, I didn't find any uv-sets though. Supose to be connected to the shape node. user added image

After playing around a bit (adding and deleting UV sets), I realised that the imported UV set (map1 in my case) simply can't be deleted for some reason. All objects in my imported scene wont allow it. So I copied the UVs to the imported UV set and deleted the other instead. It works, though not as expected.

Thanks for the effort.

# 7 21-11-2007 , 09:29 PM
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one thing with UVsets is -> the default map1 is, well default and cannot be deleted. U can have multiple UVsets of course but only the set in "map1" is kind of active. correct me if I am wrong. usually I create some UVsets and the one I need I copy into "map1" via Polygons -> copy UVs to UV Set -> map1

does this make sense to you? I had a hard time with handling multiple uvSets in the Texture Editor. just keep in mind - map1 is your 1st place to go. create and delete other sets as much as you like but the one you need -> put it into the default UVset called "map1"


everything starts and ends in the right place at the right time.
# 8 21-11-2007 , 10:55 PM
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normally there is no need to delete it. since you have the ability to have multiple uv sets that would work kinda counter direction.

create new uv's and in the option box check create new uv set. then just go to Window->Relationship Editor->uv linking and then what suits you most. uv or texture centric. just make the newly created one active. and that works for sure...

# 9 25-11-2007 , 12:09 AM
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Just back from being away for a week
Thanks for the info and tips Falott and BaG3r.

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