I'm working on a script that removes unneaded map channels from selected meshes. Right now it's coded to remove UV channels 2-4, vertex alpha & illumination - later I'll see if I can have a UI that asks what channels you'd like to keep and have it detect how many channels each object has. Now to the problem, I don't really…
Try this:( ( -- catch selection to array othervise original for loop will not work local cleaningObjects = selection as array if cleaningObjects != undefined then ( -- we want maximum performance from our script so we make sure we are in create mode max create mode -- notify that we are starting print "Cleaning UV…
cool, looks like that works. I think I can grasp most of it, does the o mean object? Oh wow, seems like the script doesn't care if there is only a UV 2 - so I won't have to worry about making it check if the extra channels exist or not. this leads me to another question - how the heck to meshes seem to collect extra UV…
O is just a variable, you could use X or P or JANK if you wanted to. It means anytime you find this variable insert the thing this "for loop" is currently working on, in this case the things its working on are "CleaningObjects". Outsourced art... the shit you have do to get it running is amazing... They probably just click…