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.
After creating the 3D Scene with Models, Shader, Lights & Animation there is often just one thing missing, render elements. Most of them are working straight from Vray, but to create nice and more important, constant Multi Matte elements you have to assign a lot of ids to your objects by hand. To get rid of this painful task, I wrote this small tool set. With the help of this script, you can easily Assign IDs and create Vray Multi Mattes with just a few clicks.
“all” assigns IDs to all Shapes / Materials
“Selected” assigns IDs to selected Shapes / Materials
with “unique”, you can decide if you just want to assign one ID to the Objects/Materials or an unique ID for all Objects / Materials
“Create Multi Matte Element” will create Vray RenderElements for all IDs in the current Scene.
just Place the mel file in your script folder and run it with dr_MM or just add “dr_MM;” to the end of the file and run it straight from the Script Editor
still waiting for the confirmation from creative crash, but in the meantime you can dowload it here.
the new version (1.3) has now two additional buttons to create the Multi Mattes for Mats and Objects seperatly. New file, old link