Is there a way to make a mesh in Blender that has a model's UV coordinates on a plane? This can have some use if, for example, I want to reshape Quake's models. With it, it would be easier to trace where the vertices are "supposed" to go.
Making a new model from scratch isn't the best idea because then I won't have the UV data, which means it won't be compatible with, say, custom skins. I'm not really gonna do any posing until I have the vertices all straightened out. Recently I tried going with the "Save UV Face Layout" to have an image. Problem is, it…
The main reason that snapping them to the "old" mesh's vertices is the main reason I'm doing this product: The vertices fluctuate too much, so the model's specific proportions aren't always clear. I might not be clear in exactly what this is asking for. I'm trying to take the model's UV layout and use that for…
This sounds like an odd way to go about fixing a problem. These 'fluctuating vertices', are they an issue with importing the models into Blender in the first place? Also, do you mean that you basically want a polygonal model of the UV layout? mopKnit script for Maya does this, but that's Maya, not Blender. But I'm sure…
Nah, Not necessary .i figured out a new way. I just put the billboard backdrop thingy in front of the model, and in Edit Mode, the model's vertices are visible "through" the billboard, which allowed me to align everything. I can now actually rig it. I'm having a few problems with that, but that merits a different topic.…
I think the fluctuating vertices might be the vertex aniamtion? I don't know, just taking a wild stab in the dark... You're end goal is not clear, I think you might be trying to do something in a way that can be done easily another way. Your question is pretty specific to the workflow that you have invented that not many…