View Full Version : Transfer UVs or morphs to another object?
Toonwonder
10-28-2005, 08:03 AM
Aargh! I am my own worst enemy.
I created an object with endomorphs for facial expressions and lipsync, but when I went to create UVs (with another program) I used an older version of my object (same mesh but pre-endomorphs).
Is there a way to transfer the UVs or the endomorphs to another object ?
Dodgy
10-28-2005, 11:36 AM
Right, this should work:)
First, copy your UV'd object into an empty layer of your morphing object.
Then select its (the UV'd object's) points and copy and paste THEM into a new layer.
Then delete all morphs from those points.
Then copy and paste them into the layer with your old object. Merge them(merge won't work if a point has a different morph target from the point it's trying to merge with) , and the uv's from the new object will be pasted into the old object's points, as long as the old object has no UV's for those uvmaps.
You should have the Uv's and morphs in the old object now :)
RagingDane
11-16-2005, 04:25 AM
Hello I had this exact problem and did what Dodgy suggested however my UVs come out connected. The UVs I'm trying to paste over are all seperated by head, body, etc. However when I merge the vertices the UV map screws up and connects all the previously seperated points. Is there a way around this? Thanks.
pBarrelas
10-16-2006, 10:32 PM
Hello I had this exact problem and did what Dodgy suggested however my UVs come out connected. The UVs I'm trying to paste over are all seperated by head, body, etc. However when I merge the vertices the UV map screws up and connects all the previously seperated points. Is there a way around this? Thanks.
Yeah i'm having the same problem here!!
toonafish
10-17-2006, 09:08 AM
err, copy paste UV's maybe ?
If somehow that doesn't work because the point order has been screwed up you can find an alternative copy/paste UV's on Flay that does not use the vertex numbering but the vertex position to transfer the UV's.
When you have an object where UVed portions are going to be connected to un-UVed portions, you'll always get those wacky, cross-connecting lines when you merge points....at least I always get them.
I believe what's happening is the un-UVed polygons that border the UVed ones are "pulled in" to the UV map when the points are merged. Not sure if this is actually what's happening, but it sure looks that way to me. This is why unwelding eliminates the problem (because no polygons are connected to any other in an unmerged object) and why the problem doesn't reappear when you merge the points in a fully-UVed object; there are no un-UVed areas to cause the unwanted connections.
The cure? Be sure all connected areas have some form of UV mapping on them before you merge points. Basically, if you want to paste a UV-ed object to an un-UVed one, just do a quickie UV job on the unmapped part beforehand, even if you don't need that part mapped or plan to change the map later. You should now find that when you paste in the previously-mapped part of the object and merge the points, there'll be no weirdly-connecting lines.
If you're gonna re-UV map any of the connected areas of the object, you'll still need to unweld before proceeding. If, however, you're not actually gonna re-UV, but just move ther verts around to get your map into the proper shape, you shouldn't need to unweld.
D.
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