3D Computer Animation
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Instruction Pages by Wobbe F. Koning
General Animation 3D Modeling 3D Animation Shade/Light/Render Post Production Resources

UV layout after Rigging: Transferring UVs to a Rigged Model

Ideally you want to create a proper UV layout for your models, and delete all the history, before you rig it. In the unfortunate but not uncommon circustance that you realize you spend hours weightpainting on a model that has the UVs not properly laid out yet but should, these steps can help you.

  • Out of an abundance of caution, save your scene with the rigged model under a different name (MyModelRigged_BackUp.mb for instance)
  • Make sure your rig / model is in bindpose (undeformed)
  • Select the bound mesh and delete all the history on it. Yes, including the deformer history, killing all rigging and blendshapes
  • With the mesh selected, choose:
    File > Export
    to export just the mesh of your model
  • Through
    File > Open
    open up the file you just exported your model to. DO NOT save the file you just deleted the history in.
  • In this clean file, create a perfect UV layout.
  • Again, delete all the history on your model
  • Save the file (using incremented versions is always a good idea)
  • Open up the scene with the rigged model
  • Import the model with good UV layout
  • If your rig uses blendshapes, apply the same blendshapes to the imported mesh.
  • Bind the imported model to the same joints the rigged mesh is bound to. A simple smooth bind is fine.
  • Select the mesh with the correctly painted weights, and shift select the newly bound mesh (the one with the good UV's)
  • Copy the skin weights (
    Rigging > Skin > [Weight Maps] Copy Skin Weights
    )
  • You can hide and eventually delete the orginally weight painted mesh

Done!

Needless to say you may not move your model during the process, right?


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