Transfering Uvs from an object to a already skinned object is often necessary, but not that confortable in Maya.
Normaly you have to keep the object with the new uvs in the scene, because you can’t delete the history of the rigged object or you delete the history and have to transfer the skinning afterwards. But there is actually an easy solution for this problem, you just need to enable the originShape, transfer the uvs, delete history of the Origin and disable it again. not too complex (will maybe make a tutorial about that), but a pain in the ass if you have to do it for severall objects.
thats why i finally wrote this small script. you just need to select both objects (the one with the new uvs first) run the script und you are done.
uploaded it to creative crash, but will take some time to get approved. for now, you can find it here.
here we go with the first free download. a script for Maya and Vray to controll the Reflection Samples.
a lot of people know this problem, the deadline is near, the renderings are slow and the 2d-people are using the whole farm (because they are more important). so first step, reduce the rendertime. and the struggle to keep the balance between noise free and fast is always hard to find with vray. i mean, its odd that increasing some samples can speed up the whole render process. samples like the reflection samples. that’s why i wrote this small script. when i am setting up my materials, i am often just using the default samples and then tweak it for the final scene. so all this small script does is changing the amount of reflectionSamples for multiple vray Materials depending on the glossiness.
you can download it here or visit creative crash for some more information.
will post a small tutorial/ collection of informations about sampling in vray soon. stay alert