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  Topic: reintegrating into Maya
Borogove

Replies: 3
Views: 9890

PostForum: Questions and Answers   Posted: Wed Mar 21, 2007 9:23 am   Subject: reintegrating into Maya
You'll probably have to delete the bind pose to get the second mesh skinned to the skeleton. As far as I know, this is not a useful node anyway. Type 'delete bindPose1;' (or 2 or 3 or whatever) in t ...
  Topic: reintegrating into Maya
Borogove

Replies: 3
Views: 9890

PostForum: Questions and Answers   Posted: Thu Mar 15, 2007 9:46 am   Subject: reintegrating UVs into Maya
I finally figured out a way to do it, and keep the network clean, avoiding the inclusion of a separate mesh to drive the 'transferAttributes' node.

The trick is to have a third mesh, identical to y ...
  Topic: reintegrating into Maya
Borogove

Replies: 3
Views: 9890

PostForum: Questions and Answers   Posted: Thu Mar 01, 2007 1:01 pm   Subject: reintegrating into Maya
UVLayout worked like a dream! But does anyone know how to copy the UV map from the OBJ import to my mesh?

The Transfer Attributes function drops a big ugly transferAttributes node into my nice c ...
 
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