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vfx20
07-10-2008, 04:06 PM
I have a rigged mesh I with a hypernurbs. So the skinning is applied to the original mesh. When I go to texture the mesh, the hypernurbs pulls the UV coordinates. I can see the hypernurbs mesh in the UV layout window, but I can't select the polys in that mode to fix the pulling. Is there a way to apply the UV coordinates to the smoothed mesh?

spedler
07-10-2008, 04:55 PM
I think I remember a tip from cartesius about this: change the HN to Catmull-Clark (not Catmull-Clark (N-gons)) and then change Subdivide UVs to boundary, or to edge. Maybe that will do it?

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