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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!










share|improve this question









$endgroup$

















    1












    $begingroup$


    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!










    share|improve this question









    $endgroup$















      1












      1








      1





      $begingroup$


      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!










      share|improve this question









      $endgroup$




      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






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked 1 hour ago









      bestelixbestelix

      216




      216






















          2 Answers
          2






          active

          oldest

          votes


















          2












          $begingroup$

          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())





          share|improve this answer









          $endgroup$













          • $begingroup$
            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
            57 mins ago





















          0












          $begingroup$

          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.



          enter image description here






          share|improve this answer









          $endgroup$













          • $begingroup$
            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
            20 mins ago











          Your Answer





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          2 Answers
          2






          active

          oldest

          votes








          2 Answers
          2






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          2












          $begingroup$

          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())





          share|improve this answer









          $endgroup$













          • $begingroup$
            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
            57 mins ago


















          2












          $begingroup$

          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())





          share|improve this answer









          $endgroup$













          • $begingroup$
            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
            57 mins ago
















          2












          2








          2





          $begingroup$

          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())





          share|improve this answer









          $endgroup$



          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())






          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered 1 hour 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
            57 mins 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
            57 mins 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
          57 mins 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
          57 mins ago















          0












          $begingroup$

          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.



          enter image description here






          share|improve this answer









          $endgroup$













          • $begingroup$
            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
            20 mins ago
















          0












          $begingroup$

          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.



          enter image description here






          share|improve this answer









          $endgroup$













          • $begingroup$
            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
            20 mins ago














          0












          0








          0





          $begingroup$

          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.



          enter image description here






          share|improve this answer









          $endgroup$



          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.



          enter image description here







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered 26 mins ago









          AzulShivaAzulShiva

          200117




          200117












          • $begingroup$
            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
            20 mins 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
            20 mins 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
          20 mins 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
          20 mins ago


















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