View Full Version : Copy UV maps on duplicates
marvin042 05-20-2003, 01:53 AM It pretty much says it all. I created a POLYGONAL character, and have textured it using some UV maps. I duplicated it, mainly so I could smooth it and use it as a proxy object and to replace the low-res model after animation is done. When I duplicate the low-res, the duplicate has no textures. In other words, when I deselect it, it desappears, until I select where it was, and assign a texture to it. Problem is I don't want to have to select all of the faces again, that were in all of the maps.
Any help would be greatly appreciated, even a tut that may have the answer, if it would take a while to explain.
Thanks
marvin
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Peshoff
05-20-2003, 08:14 AM
You can use Transfer ( Polygons -> Transfer). This function will copy all UV maps, and transfer them to the duplicated geometry ( u have to open the tool`s options and uncheck vertices if there is some tweak on the geometry). Hope it helps. :)
marvin042
05-21-2003, 05:48 AM
Peshoff, I appreciate the help, but that didn't work.
What happens is when I duplicate, the textures are duplicated as well. That's not the problem. When I use the connection editor and connect the "out mesh" of the original, low poly object to the "in mesh" of the duplicated object, it becomes invisible unless I assign a shader to it. This means I would have to re-select the polys that have the maps on them (3 different maps) and re-apply them. It would be difficult, not to mention extremely time consuming to go in and reselect all of the same polys!
Anyone with anything, even suggestions, would be awesome. Thanks.
marvin
Waboflex
05-21-2003, 06:06 PM
Don't know why it does this, it's strange since the hypergraph seems to show all the connections as they should be, but it just doesn't draw in shaded mode.
I don't have a solution for that but I wrote a script that'll help you re-apply shaders without the world of pain that is selecting faces by hand. I posted it in the Maya MEL section here, in the MEL scripts sticky thread (page 3 I think), there you can grab the transferSelection.mel. It simply transfers the current component selection from one object to another as long as they have identical geometry. You can select the faces of each material assignment from Hypershade (RMB -> Select Objects with Material), shift select the target and run the script. Re-assign the material to the new face selection and those faces should appear in the viewport again.
Not ideal, but better than the manual method :scream:
Wabo.
marvin042
05-21-2003, 08:41 PM
Thanks Wabo. That sounds great.
marvin
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