{"id":416,"date":"2021-11-18T08:51:50","date_gmt":"2021-11-18T13:51:50","guid":{"rendered":"https:\/\/animation.monmouth.edu\/instruct\/?p=416"},"modified":"2022-09-09T10:45:26","modified_gmt":"2022-09-09T14:45:26","slug":"uv-after-rigging","status":"publish","type":"post","link":"https:\/\/animation.monmouth.edu\/instruct\/autodesk-maya\/uv-after-rigging\/","title":{"rendered":"UV layout after Rigging: Transferring UVs to a Skinned\/Bound Model"},"content":{"rendered":"\n<p>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 circumstance 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.<\/p>\n\n\n\n<p><em>(The title of this post is slightly misleading as you in fact transfer the painted weights)<\/em><\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Step 1 &#8211; Get a clean, unbound version of your model<\/h3>\n\n\n\n<p>If you cannot find the version of your model from before you bound it to skeleton, you need to create a clean, unbound version. If you have a clean version, you may skip this step.<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li>Out of an abundance of caution, save your scene with the rigged model under a different name (MyModelRigged_BackUp.mb for instance)<\/li><li>Make sure your rig \/ model is in bindpose (undeformed)<\/li><li>Select the bound mesh and delete all the history on it. Yes, including the deformer history, killing all rigging and blendshapes<\/li><li>With the mesh selected, choose:<strong> File &gt; Export <\/strong>to export just the mesh of your model<\/li><li>Through <strong>File &gt; Open<\/strong> open up the file you just exported your model to. DO NOT save the file you just deleted the history in.<\/li><\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Step 2 &#8211; Lay out the UVs<\/h3>\n\n\n\n<ul class=\"wp-block-list\"><li>In this clean file, create a perfect UV layout.<\/li><li>When done, you again delete all the history on your model<\/li><li>Save the file (using incremented versions is always a good idea)<\/li><\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Step 3 &#8211; Transfer the Painted Weights<\/h3>\n\n\n\n<p>You need to bind the new model, which has the UV&#8217;s laid out, to the same skeleton and transfer the weights you painted onto that model. You will delete the one you did the weightpainting on<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li>Open up the scene with the rigged model<\/li><li>Import the model with good UV layout<\/li><li>If your rig uses blendshapes, apply the same blendshapes to the imported mesh.<\/li><li>Bind the imported model to the same joints the other mesh is bound to. A simple smooth bind is fine.<\/li><li>Select the mesh with the correctly painted weights, and shift select the newly bound mesh (the one with the good UV&#8217;s)<ul><li>Since they are on top of each other, Control or Option selecting in the outliner is probably easier.<\/li><\/ul><\/li><li>Copy the skin weights (<strong>Rigging &gt; Skin &gt; [Weight Maps] Copy Skin Weights<\/strong>)<\/li><li>You can hide and eventually delete the orginaly weight painted mesh<\/li><\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Done!<\/h3>\n\n\n\n<p>Needless to say you may not move your model during the process, right?<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Ideally you want to create a proper UV layout for your model before you rig it. Here is a way to create UVs after skinning\/binding your model<\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[85,14,3,15,54],"tags":[45],"class_list":["post-416","post","type-post","status-publish","format-standard","hentry","category-3d-computer","category-animation","category-autodesk-maya","category-rigging","category-texturing","tag-tips-tricks"],"_links":{"self":[{"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/posts\/416","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/comments?post=416"}],"version-history":[{"count":4,"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/posts\/416\/revisions"}],"predecessor-version":[{"id":489,"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/posts\/416\/revisions\/489"}],"wp:attachment":[{"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/media?parent=416"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/categories?post=416"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/tags?post=416"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}