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View Full Version : UV layout after binding


wangj011
12-31-2009, 03:55 AM
Here is what i get so far. Im done with my first character (skinning+rigging), now i want to do my sec character, and send him to zbrush and work on some details. But i just remember that i forget to uv lay out this guy, because i basically share the same geo between my 1st character and sec character, so i have to have a geo with uv to work in zbrush. I want to use headus uvlayout to unwrap the uv, but if i export my mesh and do the uv there and re-import back, the mesh wouldnt bind with my skeleton.So, i have to rebind it with my skeleton, the result is that i lose all my skin weights work.I know i can do import/export skin weight map, but i tried it, it didnt work well. So, are there any suggestions on how i can uv my character after it is bound?especially using 3rd party program.

Piflik
12-31-2009, 09:37 AM
What is your Main Application?

What I would do (using Max), is to import the UVed Mesh and then copy the UVs to the skinned Mesh....don't know if and how that is possible in other apps...

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12-31-2009, 09:37 AM
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