Hi guys i have run in to a snag. I am UV mapping a character that is already rigged so to fix the UV problem you have to delete the non Deformer history to fix it. I have been doing that and its worked great so far. Now when When i delete the history of the arm i just finished mapping the UVs get really messed up. If some could PLEASE help me i hate UV mapping and the arm took the longest and i dont want to redo it :poly127:.
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This way you can delete full history and get your skinning info back on the new clean mesh and then remove the problematic mesh.
Why it's happening it's hard to say without knowing exactly what you've been doing, but try and do bake non-deform history as often as you can and ALWAYS do it before you save the scene. If you save your scene with the history still on it and you re-open it, it's possible for maya to mix things up a bit that results in corrupted uvs
once that is done, select your old mesh, then the new mesh and go to Skin->Edit Smooth Skin->Copy Skin Weights and click the options box for it
Make sure Surface Association is set to Closest point on surface and Influence 1,2 and 3 are set to One to One.
After that it should be set.