How to find and delete extra UV layers on many objects?
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I have a scene with a few thousands objects and part of them, randomly, have 2 or 3 UV sets. I need to keep just the active UV because when exported in fbx they get mixed. Thanks!
uv
$endgroup$
add a comment |
$begingroup$
I have a scene with a few thousands objects and part of them, randomly, have 2 or 3 UV sets. I need to keep just the active UV because when exported in fbx they get mixed. Thanks!
uv
$endgroup$
add a comment |
$begingroup$
I have a scene with a few thousands objects and part of them, randomly, have 2 or 3 UV sets. I need to keep just the active UV because when exported in fbx they get mixed. Thanks!
uv
$endgroup$
I have a scene with a few thousands objects and part of them, randomly, have 2 or 3 UV sets. I need to keep just the active UV because when exported in fbx they get mixed. Thanks!
uv
uv
asked 7 hours ago
bestelixbestelix
216
216
add a comment |
add a comment |
2 Answers
2
active
oldest
votes
$begingroup$
Script
Removes non active uv layers from all meshes in blend. As with all scripts that remove things, save first.
import bpy
for me in bpy.data.meshes:
uvs = [uv for uv in me.uv_layers
if uv != me.uv_layers.active]
while uvs:
me.uv_layers.remove(uvs.pop())
$endgroup$
$begingroup$
Thanks! works great but I realized that "active" means highlighted in the uvmap list but wanted to keep the "active for rendering" one. Can you tell me what to change?
$endgroup$
– bestelix
7 hours ago
add a comment |
$begingroup$
If you really have thousands of objects than use code. For single use you can delete them under the Object Data Tab in the Properties Panel. Go into edit mode, select your mesh and click on the different UVMaps to figure out which one is empty. Hit the minus button to delete it.

$endgroup$
$begingroup$
Thanks but I know how to do it manualy. Is just that I can't do it for all selected objects from the interface.
$endgroup$
– bestelix
6 hours ago
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
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active
oldest
votes
$begingroup$
Script
Removes non active uv layers from all meshes in blend. As with all scripts that remove things, save first.
import bpy
for me in bpy.data.meshes:
uvs = [uv for uv in me.uv_layers
if uv != me.uv_layers.active]
while uvs:
me.uv_layers.remove(uvs.pop())
$endgroup$
$begingroup$
Thanks! works great but I realized that "active" means highlighted in the uvmap list but wanted to keep the "active for rendering" one. Can you tell me what to change?
$endgroup$
– bestelix
7 hours ago
add a comment |
$begingroup$
Script
Removes non active uv layers from all meshes in blend. As with all scripts that remove things, save first.
import bpy
for me in bpy.data.meshes:
uvs = [uv for uv in me.uv_layers
if uv != me.uv_layers.active]
while uvs:
me.uv_layers.remove(uvs.pop())
$endgroup$
$begingroup$
Thanks! works great but I realized that "active" means highlighted in the uvmap list but wanted to keep the "active for rendering" one. Can you tell me what to change?
$endgroup$
– bestelix
7 hours ago
add a comment |
$begingroup$
Script
Removes non active uv layers from all meshes in blend. As with all scripts that remove things, save first.
import bpy
for me in bpy.data.meshes:
uvs = [uv for uv in me.uv_layers
if uv != me.uv_layers.active]
while uvs:
me.uv_layers.remove(uvs.pop())
$endgroup$
Script
Removes non active uv layers from all meshes in blend. As with all scripts that remove things, save first.
import bpy
for me in bpy.data.meshes:
uvs = [uv for uv in me.uv_layers
if uv != me.uv_layers.active]
while uvs:
me.uv_layers.remove(uvs.pop())
answered 7 hours ago
batFINGERbatFINGER
24.4k42673
24.4k42673
$begingroup$
Thanks! works great but I realized that "active" means highlighted in the uvmap list but wanted to keep the "active for rendering" one. Can you tell me what to change?
$endgroup$
– bestelix
7 hours ago
add a comment |
$begingroup$
Thanks! works great but I realized that "active" means highlighted in the uvmap list but wanted to keep the "active for rendering" one. Can you tell me what to change?
$endgroup$
– bestelix
7 hours ago
$begingroup$
Thanks! works great but I realized that "active" means highlighted in the uvmap list but wanted to keep the "active for rendering" one. Can you tell me what to change?
$endgroup$
– bestelix
7 hours ago
$begingroup$
Thanks! works great but I realized that "active" means highlighted in the uvmap list but wanted to keep the "active for rendering" one. Can you tell me what to change?
$endgroup$
– bestelix
7 hours ago
add a comment |
$begingroup$
If you really have thousands of objects than use code. For single use you can delete them under the Object Data Tab in the Properties Panel. Go into edit mode, select your mesh and click on the different UVMaps to figure out which one is empty. Hit the minus button to delete it.

$endgroup$
$begingroup$
Thanks but I know how to do it manualy. Is just that I can't do it for all selected objects from the interface.
$endgroup$
– bestelix
6 hours ago
add a comment |
$begingroup$
If you really have thousands of objects than use code. For single use you can delete them under the Object Data Tab in the Properties Panel. Go into edit mode, select your mesh and click on the different UVMaps to figure out which one is empty. Hit the minus button to delete it.

$endgroup$
$begingroup$
Thanks but I know how to do it manualy. Is just that I can't do it for all selected objects from the interface.
$endgroup$
– bestelix
6 hours ago
add a comment |
$begingroup$
If you really have thousands of objects than use code. For single use you can delete them under the Object Data Tab in the Properties Panel. Go into edit mode, select your mesh and click on the different UVMaps to figure out which one is empty. Hit the minus button to delete it.

$endgroup$
If you really have thousands of objects than use code. For single use you can delete them under the Object Data Tab in the Properties Panel. Go into edit mode, select your mesh and click on the different UVMaps to figure out which one is empty. Hit the minus button to delete it.

answered 6 hours ago
AzulShivaAzulShiva
220217
220217
$begingroup$
Thanks but I know how to do it manualy. Is just that I can't do it for all selected objects from the interface.
$endgroup$
– bestelix
6 hours ago
add a comment |
$begingroup$
Thanks but I know how to do it manualy. Is just that I can't do it for all selected objects from the interface.
$endgroup$
– bestelix
6 hours ago
$begingroup$
Thanks but I know how to do it manualy. Is just that I can't do it for all selected objects from the interface.
$endgroup$
– bestelix
6 hours ago
$begingroup$
Thanks but I know how to do it manualy. Is just that I can't do it for all selected objects from the interface.
$endgroup$
– bestelix
6 hours ago
add a comment |
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