View Full Version : UV mapping.

03 March 2004, 11:52 PM

I was hoping that I would be able to do the UV mapping and editing on my character after I had done the skinning and even after I started animating. But when I start to use the texture editor to edit the map, a load of history gets added to inputs in the channel box.

This happens even when I have the history button toggled off.

Does this mean that it is only possible to do the uv mapping/editing before skinning because this extra history might end up slowing things down.

Thanks alot for any replys.

03 March 2004, 08:34 PM
use the fixWeight script from highend3d. It deletes history from a skinned mesh, but keeps the weighting.

03 March 2004, 03:51 AM
Duplicate your skinned mesh and do all your UV editing on the duplicate. This way you can delete history etc. as you go. When you are done, transfer the UV's back to your skinned mesh. This will add just one node to history and dosen't make much of a speed difference at all.


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