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bpl6738
03-04-2007, 02:35 AM
I layed out my UVs in Maya for my character and they keep moving when i change the position of the character. Does any one know how i could go about fixing this? I already tried to used to Texture Reference Object, but same mess.

Keithtron
03-04-2007, 08:35 AM
Hmmmm.... it's a file texture and you're having that problem? It's not a projected texture or a 3d procedural texture? If it's projected or a 3d procedural, you'll have to convert it to a file texture before moving the character.

Cameo
03-04-2007, 11:54 PM
You could also try parenting the projection/Place 3d nodes into the top node of the character heirarchy.

If its not a projection it could just be excessive history causing wierdness. Best bet is to unwrap a duplicate and copy the UVs later rather than unwrap your rigged character. Ideally you would probably want to unwrap/texture your character before rigging.

I think Keithtron has the best idea with baking it though.

bpl6738
03-05-2007, 01:57 AM
dang, i already rigged and weighted my character. I'm useing a file texture. So i still don't see why its moving. The torso and legs are fine, it's just the head and hands that are being troublesome.

Keithtron
03-05-2007, 02:36 AM
Actually, I think it's best to UV and texture your character after rigging. During rigging you may discover problems with the mesh, and you may want to tweak or re-model parts of it. So yeah, I would do my texturing after rigging, so you don't risk wasting time and effort texturing a character when their mesh may need to change.

Cameo
03-05-2007, 01:25 PM
The mesh wouldnt change drastically if you were at a point to texture anyway but I guess its just horses for courses, doesnt really matter which way you approach it.

The one thing I would say is that it's a pretty bad idea to have stacks of UV unwrapping history in a characters rig, it will eventually slow things down, more to calculate etc. So best if you transfer your UVs from an unwrapped duplicate instead to keep history at a minimum.

bpl6738
03-06-2007, 05:15 AM
ok so i was discussing this matter with my professor today. She said that normally this occurs when you don't delet the history of your mesh before binding. Have either of you guys heard of that? Thanx btw for all you comments.:)

aubone114
03-12-2007, 04:05 AM
hey there, sounds like you textured after rigging. this will cause "swimming" in textures, normally you would want to unwrap the uvs, and texture your object before you rig and skin. what you can do is save your painted weights out. unbind the skin. apply the textures, rebind the skin and apply the weights that you saved out. then everything should work fine. make sure you also delete the history of your geometry before you re-bind the skin.

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03-12-2007, 04:05 AM
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