Can i create blend shapes before having done UV????


#1

Helo, we are from Barcelona ,working on caracter set up in maya.
We created the first caracter model, but we made the mistake to start creating blend shapes befor having done the UV.
Now we have like, 30 blend shapes and the UV done, but in different files!!
Is thare a way to save our blend shapes??? tranfering attributes ? or transfering UV to al blend shapes??

i hope someone knows something.
please excuse our english


#2

The blendShape targets shouldn’t need UVs.
Only the mesh that gets seen needs them. Have you skinned the object as well? There are a couple of ways to add UVs to objects that have deformers.

Here’s a way to add UVs to an object with deformers:

  • Select the object you wish to add UVs to.
  • Launch the attribute editor ( ctrl+a )
  • Looking at the tabs at the top of the attribute editor, open up the first one that ends in ‘Orig’
  • Still in the Attribute Editor, under Object Display, uncheck ‘Intermediate Object’ for that Orig mesh.
  • Open the outliner (window > outliner)
  • Make sure display shapes is on. ( In the outliner window, choose Display > shapes. )
  • The Orig mesh should appear next to the shape node, and you can now select the Orig mesh individually. If it doesn’t display, you may need to collapse the display and reopen to refresh the view.
  • Transfer the UVs to the Orig mesh
  • You can now safely delete history on the Orig mesh
  • Check the ‘Intermediate Object’ box again
  • You’re done. The UVs should be updated, and the skinning should still work.

Hope that helps


#3

super cool , just the type of info i needed right now :wink:
thank you andyLP !


#4

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