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itiohs 06-02-2008, 01:47 PM I modeled a character with several different meshes, uv mapped them, made the blend shapes, then combined the objects to a single one.
The blend shapes still work.. but the problem is.. all the uv maps appears at the same time now in the Uv map editor. And I don't know if I can add more blend shapes later.
I think it is an workflow problem.
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Which software? I guess not 3ds max. In general, blend shapes only use vertex position information, so most likely you could just remove UVs from blend shapes, and keep them only available in rigged head. This is how i do it in max, i usually remove materials too. Should work in Maya and XSI too.
Another thing, i'm not quite sure what the problem is, but if you have multiple character body parts overlapping in UVs for example, you can in many cases "tile" your UVs (move body UVs to -1 and legs to +1 in U for example).
Hope this helps!
itiohs
06-03-2008, 02:08 AM
thank you, it helps! I always forget to tell which software... I'm using Maya ;]
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06-03-2008, 02:08 AM
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