dynamoanders Posted February 1, 2012 Share Posted February 1, 2012 (edited) Hello everybody. I modelled a box, that I then rigged, skinned and animated. After that I layed out the UV:s and now there floating around as the box gets animated. The UV:s are done after the animation (unwrapped), but do I have to do it all over again, or is there a way to make them stick to the geometry? I looked at the forums, in the help and at the UV tutorials at sidefx, but no success so far. Thanks //Anders edit: I just re-did instead. Now it works perfect! Edited February 1, 2012 by dynamoanders Quote Link to comment Share on other sites More sharing options...
kgoossens Posted February 1, 2012 Share Posted February 1, 2012 Hello everybody. I modelled a box, that I then rigged, skinned and animated. After that I layed out the UV:s and now there floating around as the box gets animated. The UV:s are done after the animation (unwrapped), but do I have to do it all over again, or is there a way to make them stick to the geometry? I looked at the forums, in the help and at the UV tutorials at sidefx, but no success so far. Thanks //Anders Could you post the scene? Quote Link to comment Share on other sites More sharing options...
Annon Posted February 1, 2012 Share Posted February 1, 2012 Just do the UV's before animation... Otherwise you can do a timeshift to frame 1, do the uv's and then copy that attribute back across to the animation using an AttributeCopy or VOPs... But probably best practice to do UVs before you do any deformation on them. Also, do UV's as vertex attributes if you want to pull them into maya etc.. Quote Link to comment Share on other sites More sharing options...
dynamoanders Posted February 2, 2012 Author Share Posted February 2, 2012 Hey, thanks for the help! Yeah, actually I do know that you need to do the UV:s before deformation, but I had some seriously brain freeze Here´s a new scene replicating the problem, and my try to fix it (that didn´t work). I added the UVquickshade at the end to show the texture. Thanks //Anders svimming_UVs.hipnc Quote Link to comment Share on other sites More sharing options...
kgoossens Posted February 2, 2012 Share Posted February 2, 2012 Hey, thanks for the help! Yeah, actually I do know that you need to do the UV:s before deformation, but I had some seriously brain freeze Here´s a new scene replicating the problem, and my try to fix it (that didn´t work). I added the UVquickshade at the end to show the texture. Thanks //Anders Use timeshift instead of timeblend. Remove it's $F expression. And use attribcopy1 instead of attribtransfer. Quote Link to comment Share on other sites More sharing options...
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