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View Full Version : what comes first? UV mapping or Rigs?


MDB101
09-24-2002, 03:04 AM
I was wondering which comes first, is it UV map then rig it up with CS or rig it up with CS then UV map? or does it really matter?


or what happens if you were to moprh all your facial expressions then UV map? will that still work as well? or UV map then morph it?

let me kow before I go head with rigging and morphing.

thnx in advance

Stroker
09-24-2002, 04:08 AM
I recently rigged a character and later decided that I didn't like the UVW mapping. So I tossed Unwrap UVW into the stack, did some tweaking. As long as I left Unwrap UVW and Physique in the stack and didn't collapse, it was fine. I did try to collapse the Unwrap UVW, but it just wouldn't for some reason.

I think the same thing for Morph in the stack. If I remember correctly I once had Morph, Physique, Map UVW, and Unwrap UVW in the stack just fine.

Pesonally, I like to map the UVW, collapse, then rig or morph or whatever.

Iain McFadzen
09-24-2002, 07:37 AM
personal preference. I sometimes unwrap a character as soon as I've finished modeling it, but mostly I rig it first then unwrap.

derelict
09-24-2002, 07:42 AM
Actually it makes no bloody difference b 4 or after in MAX.:)

baby
09-24-2002, 08:50 AM
at work we have a damned cool plugin...

it basically takes the mapping UV and ID from another same object...

so what we can do is :

take a character low def, bones it, add a meshmooth...and at last add our plugin...

on another copy of this character we can add the meshmooth and collapse it if we want...and do the UV map on it...well all the texture work on the high def version...(it works perfectly so U can add it when U want...even if it's animated, or with morph...)


then the first one will take only at rendering when the subdiv are activated all the textures and UV from the other one....

this allowed us not to do the UV on the low def before the bones pro or skin...so the texture map is perfect at the end...

it allowed also to start the animation as soon as the character is finished...and add the texture without any deformation 2 weeks after if we want...

DerPapa
09-24-2002, 10:04 AM
WOW! Nice plugin!!! URL? (hehe ;) )

This is a problem IMO, You need UVWs under the skinning, otherwise the char moves through its texture, BUT It's better and easier to rig the lowpoly mesh instead of the meshsmoothed.
Morpher always has to be under Physique.
That means the stack looks like this:
____________
MeshSmooth
____________
Physique
____________
Morpher
____________
UVW Mapping
____________
Editable Poly
____________

But that means, that you iterate an already UVWmapped mesh by meshsmooth, which is not really nice, and will envtually causing texture problems :/

So for perfect Mapping coords it must be like this:
____________
Physique
____________
Morpher
____________
UVW Mapping
____________
MeshSmooth
____________
Editable Poly
____________

I WANNA HAVE THIS PLUGIN!!!!!!!!!!!!!

Michael

derelict
09-24-2002, 10:11 AM
I donno what you guys a writing but it kinda look and feel xref... which is what i do most of the time.

Chris Thomas
09-24-2002, 01:28 PM
Originally posted by derelict
I donno what you guys a writing but it kinda look and feel xref... which is what i do most of the time.

I find that you can use UVunwrap in the stack below the skin and morph and when your happy with the mapping, just collapse the stack TO that modifier.
The same goes for mapping to the meshsmoothed object, just meshsmooth it, paint your maps based on the smoothed surface and remove when finished.
Also remember you can always copy your model as a temporary way of storing modifers with comlex setups and copy them across when you've modified your mesh.

Chris Thomas

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