This is a tough one, but here's the HACK. Lets say you've rigged up your amazing character and realize OH, I have to make a bunch of UV changes. You copy out your character's head, UV it up nicely, bring it back in and use the "transfer attributes" from your copied head to the rigged one. No deal. It's because your transfer attributes input comes after rigging and all UV inputs have to come before rigging. Same as in Ncloth. I don't understand why Autodesk doesn't put in a "before deformers" option or something similar to how you can insert blendshapes at certain parts of a deformer chain. ANYWAY Every object has a "shape orig" node which represents what an object was before it was deformed. We can apply a UV transfer to this no problem which will also transfer up the stack to your rigged object. I access it like this
1. Select your rigged object, in the hypergraph hit options/display/ hidden nodes &…
Every studio that I've been at has some sort of "match object A to B" tool that simply snaps A to B. I thought it was some sort of wizardry (and a shame on Maya for not having that tool). Then I heard about the point/orient constraint create then delete method.
Well the magic trick has been unveiled....
All you need to do is create a
button on your shelf and that's you A/B matcher. select object 1, shift select object 2 run your delete `parentConstraint`; and boom it does the whole thing for you. Love the simplicity.