How to set up a concurrent pipeline between rigging and texturing?

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  11 November 2013
How to set up a concurrent pipeline between rigging and texturing?

I'm not sure if this is the right forum, but I figure some of you guys have worked this out as you were rigging a character. Basically, I'm on the search for a pipeline/workflow that will allow me to rig a model in Maya, while it's concurrently being uv'd and textured by someone else halfway across the world. Also, this seems like it could be relevant to switching out materials of the rigged character on a scene by scene basis (ie wet version, muddy version, etc). The only solutions I've worked out seem like scary hacks that could fail at any moment. Any help would be greatly appreciated. Thanks guys!
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  11 November 2013
If I'm understanding the question properly, you can just import the model with the UVs once it's done and use mesh>transfer attributes to apply the UVs onto your rigged model. You would need to make sure that the topology didn't change between the models and that no operations were performed that would cause the verts to be re-ordered.

Good luck
 
  11 November 2013
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