Hi! I'm having some trouble with this. We have an animated model in maya, but did the uvs in 3dsmax. Vertex count and order are the same. How do I transfer the uvs from my 3dsmax exported fbx and imported into maya to my rigged and skinned model in maya?
I don't know ANYTHING about maya. I've googled and they do it with transfer attributes but I can't find that mesh button in maya 2012!
Also I found this:
http://animbiz.blogspot.be/2010/02/transferring-uvs-after-rigging.html
If there would be a way to import that rigged maya model into max (FBX export and import in max is not an option in this case) I would be so happy.
Kind regards, panick time here at the office :S
Replies
If you can't find the transfer attributes try running this:
copy and paste in maya script editor and run it (To run it, select all text and hit the play button. Make sure its in a mel tab)
EDIT found it: had to go in polygons mode. Fingers crossed. Seriously this is the first time I opened up maya in my life.
But what is the history you talk about?
Import FBX, rotate back if rotations are messed up. Select your uvd mesh and shift click your other mesh. Go to Mesh->transfer attributes (click the box), set it to component. Click on transfer. Delete history and delete the imported fbx.
Everything is still ok when I clicked on transfer but as soon as I get rid of my imported fbx it loses the connection. Can't I collapse it or something? HMMM.