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jnguyen3d
03-11-2010, 12:49 AM
I don't know if this has been posted, but I almost went crazy trying to figure this out.

So the problem was this.. I have several characters that need to be UVed yet they have been rigged and have blendshapes connected to them. I figured this shouldn't be a problem (of course), so I go ahead and UV one of the characters using Headus. I bring the UVed model back into Maya and transfer attributes/UVs over to the original model. All is well until I try to delete the duplicate. The UVs go all outta whack on the original and I realize history cannot be deleted on it otherwise I'd lose the blendshapes. At this point I'm pulling out my hair, haha. After digging deep through Google, I was able to find a work around..

Every object has a “shape orig” node which represents what an object was before it was deformed. We can apply a UV transfer to this no problem which will also transfer up the stack to your rigged object.
I access it like this:
1. Select your rigged object, in the hypergraph hit options/display/ hidden nodes & shape nodes
2. You’ll see a hidden node which is your Orig node, or what your object was before rigging.
3. In the orig node’s attribute editor under object display, uncheck ‘intermediate object’
4. Your Orig node is now accessible.
5. Apply your UV transfer attributes to it – then delete it’s history.

Quoted from: http://gabnation.wordpress.com/2010/02/09/how-to-transfer-uvs-after-rigging/

Hopefully you will find this useful either in the future or present. Now I am a happy camper.