I'm working a low resolution version of a lion warrior that I've been working on. I finished creating a UV texture map within 3D Coat, but I decided to clean up the UV set within Maya. As you can see below, I have several pieces that are similar:
With this in mind I decided to duplicate these individual pieces and move each piece to the correct location to save space on the UV map. When I combine the meshes together, I get a whole ton of separate UV maps within the model as you can see below:
In the past, I'd solve this issue by tediously copy and pasting to the first UV map and then deleting the copied UV map to avoid confusion. I'm wondering if there is an easier way to combine all UV sets together without having to deal with the horrible, tedious busy work of copying and pasting.
Replies
Assuming you can Mesh > Separate (then delete history) your model to separate all the individual pieces, and also assuming that each piece only has UV information inside one of the many UV Sets, the script below will work for you.
Basically, the script will check through each UV Set and delete any empty ones. When it's left with map1 and whichever UV Set the UV information is in, it copies the UV info into map1, then deletes the last empty set. It should leave all your pieces with UV info inside map1 and no empty sets. If by chance it comes across more than one UV set with UV information in it, it'll leave it alone and kick out a warning for each object it encounters.
You can use this with all your separated objects selected at once.