ultimateoverload
05-20-2010, 07:50 AM
Not sure if anyone has run into this problem..
I used the UV Master plug-in to lay out UVs on a particular model and now I'm trying to transfer the new UVs to another mesh of the same model after being rigged/animated in Maya.
I brought in the model from ZBrush with the UVs laid out as an obj into Maya where I have the same model rigged/animated. I know sometimes when you transfer UVs between meshes sometimes you cant get rid of one of the models because they somehow get linked. So what I did was go to the hypergraph and display hidden nodes. After finding the original node I went to the attributes window and unchecked 'intermediate obj' and transferred UV information to that node, then deleted history.
It seemed to work fine, but after putting a test texture on both models I noticed the rigged/animated model was all jagged like. The UVs I had transferred to the rigged/animated model somehow split into several different shells even though the model I transferred from was one single shell.
I was told it may have been the way I exported from ZBrush, but I checked the settings and even re-exported just in case. I checked UVs (all one shell) once I go to transfer the UVs (multiple shells)
Possibly the problem is in the 'transfer attributes' settings?
http://img32.imageshack.us/img32/7792/toapk.jpg
Been on this for a bit and still cant get it to work..
Anyone having/had this issue before?
I used the UV Master plug-in to lay out UVs on a particular model and now I'm trying to transfer the new UVs to another mesh of the same model after being rigged/animated in Maya.
I brought in the model from ZBrush with the UVs laid out as an obj into Maya where I have the same model rigged/animated. I know sometimes when you transfer UVs between meshes sometimes you cant get rid of one of the models because they somehow get linked. So what I did was go to the hypergraph and display hidden nodes. After finding the original node I went to the attributes window and unchecked 'intermediate obj' and transferred UV information to that node, then deleted history.
It seemed to work fine, but after putting a test texture on both models I noticed the rigged/animated model was all jagged like. The UVs I had transferred to the rigged/animated model somehow split into several different shells even though the model I transferred from was one single shell.
I was told it may have been the way I exported from ZBrush, but I checked the settings and even re-exported just in case. I checked UVs (all one shell) once I go to transfer the UVs (multiple shells)
Possibly the problem is in the 'transfer attributes' settings?
http://img32.imageshack.us/img32/7792/toapk.jpg
Been on this for a bit and still cant get it to work..
Anyone having/had this issue before?
