You can get around the dialog... but its not that simple. If you "save current settings as default" with the map channel set to 2. The next time you apply the unwrapUVW modifier it will be automatically set to 2, no need to reset. The problem is that it saves all the other settings, so you might want to "load defaults" set…
in short: how exactly does the irritating uvChannel work in 3dsmax,- cause I got lost in its logic cant automaticly store/ recieve data. the long run: been working on my UV scripts and trying to bang my head into the channel stuff - but all I get is non working results. Each time I edit specifically a certain channel…
I just want to know what idiot thought it would be a good idea to display channel 2 (which has unique data) with the same data as channel 1 unless you hit a 'reset' button. Reset in my mind would destroy data, not show me what's actually there!
So what does the reset button actually do? It resets the UVs to what they actually are instead of overwriting them with the previous channel you viewed? Make cube. Unwrap UVW. Channel 1, scale uvs down and move shells to make unique unwrap. Call this unwrap A. Collapse. Unwrap UVW. Channel 2. Reset UVW (no visible change).…
If you go Main Menu > Tools > Channel Info. It will show you all the channels assigned to the selected object. UV channels show up as 1:map 2:map ect. You can remove UV channels by clicking it and hitting clear, which applies a "UVW Mapping Clear" modifier with that channel dropped in for you, or you can do it manually. In…