View Full Version : Going back to UV Map you model after you've animated it
Eudaimic 03-13-2003, 02:59 PM Hi,
So I've animated my guy walking now. Now, by mere virtue of stupidity perhaps I didn't UV map it before I IK'd and animated him... so obviously I want to go back and do that now.
I'm guessing the best idea would be to somehow set up a preferred pose and map him in that, and after that turn the IK's and animation back on?
But how do I go about this without fcking something up? I'm used to 3ds max UVW unwrap and such if that's any help (or hindrance for that matter).
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sasquatch
03-13-2003, 05:04 PM
Firstly, go back to the bind pose (under Skin>Go to bind pose) to get him back to the initial rigging pose. You may have to turn off node evaluation to get it to do this (Modify>Evaluate Nodes>Ignore All). As long as you don't hit play or scrub in the timeline, it'll stay in this pose. Then you can do one of two things. Either duplicate the mesh, UV it, bind the new mesh and copy weights from the old one two the new, or do the UVing on the original mesh and use a script called fixWeight (available here (http://www.highend3d.com/maya/mel/?group=melscripts§ion=animation) ) to get rid of the history on it. If you've got a lot influence objects or deformers on the mesh, these methods won't work, but they're fine if you've just bound the mesh to the skeleton.
Eudaimic
03-13-2003, 05:32 PM
When I try to go to bind pose I get this:
gotoBindPose;
// Warning: Could not reach pose on Rloleg rotate. //
// -- Problem may be that Rloleg.rotateY is locked.
// -- Problem may be that Rloleg.rotateX is locked.
// Warning: Could not reach pose on Lloleg rotate. //
// -- Problem may be that Lloleg.rotateY is locked.
// -- Problem may be that Lloleg.rotateX is locked.
// To disable IK, constraints, and expressions, you can use the Modify->DisableNodes menu.
Other connections can be broken using the script editor.
// Or, to reset the saved pose on a joint, select the joint and enter 'dagPose -reset -name bindPose1'.
// Error: Pose not achieved. See diagnostics in Script Editor. //
beaker
03-13-2003, 05:45 PM
Turn off your ik handles. Should be an on/off button for them in the attrib editor.
playmesumch00ns
03-13-2003, 10:22 PM
There's a transferUVs script at Highend. Just duplicate your mesh without history, do the uvs on the duplicated mesh and then use the script to transfer the uvs back onto the original bound mesh.
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