You have to have UV selection on, not shell selection. Drag select all UV's. In the UV set editor (I find the one at the bottom of the UV toolkit a little easier to use), right click on the set you are currently on and select copy UV's to ___. Click the set you want to send them to.
Before you delete the old set, select the entire object and delete history. Then you can safely delete the old UV set. Sometimes I have found that if you delete the old UV set without clearing history, the UV's that got copied over will get deleted even if they are in the new set. Just a bug I think.
You have to have UV selection on, not shell selection. Drag select all UV's. In the UV set editor (I find the one at the bottom of the UV toolkit a little easier to use), right click on the set you are currently on and select copy UV's to ___. Click the set you want to send them to.
Before you delete the old set, select the entire object and delete history. Then you can safely delete the old UV set. Sometimes I have found that if you delete the old UV set without clearing history, the UV's that got copied over will get deleted even if they are in the new set. Just a bug I think.
You cannot delete the topmost UV set.
I selected my uvs and you said right click ( when I right click on that set nothing happened) please attach screen shot how you are doing it.
Well, poopipe can probably explain the technicals a lot better than I can, but usually when I got different stuff being used to kitbash and they all have different UV sets, I got to merge all the UV's into one set otherwise you confuse the other programs, they won't know which set to display. I'm sure it's not necessary always to merge them but I just do it because it solves my issues even if I don't understand what precisely is going on. Just something I learned to do from trial and error troubleshooting, but in truth I don't really understand the under the hood stuff.
Also sometimes if I send a model through zbrush a new uvset will inadvertently get created so I have to clean that up.
I am a little confused about @poopipe mentioning the history thing is intended. Cause like, if I tell maya "move these uv's from set1 to set2," and then I delete the old set, why should the UV's go? I told them where to be, why should they stay linked to the old set? They should exist in both? Whats the utility of having them get deleted from both sets if I only delete one?
Maya maintains history for all nodes and a uv is a node just like everything else. This sort of linking happens all over the place and it's useful for stuff like rigging and non-destructive operations - you happen to have identified one of the countless situations where it's shit.
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Maya merges sets by name so if you combine meshes with differently named uv sets you get shafted like this.
The history thing mentioned above isn't a bug - that's what history is for.
Maya maintains history for all nodes and a uv is a node just like everything else.
This sort of linking happens all over the place and it's useful for stuff like rigging and non-destructive operations - you happen to have identified one of the countless situations where it's shit.