Transferring UVs AFTER rigging.... 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
For insane distance shots with complex cameras, convert to local space with a top node that drives the world motion of your characters or objects. 1. Create or bake a null that will be your world space driver. E.G. if you have a guy on a train, the train's root will drive the movement through world space. 2. MLOOM your object's root node to get it's movement through space. Make sure your character's hands and feet are in local. 3. Delete your object/char's root node anim. 4. Parent the object/char to your world driver. 5. Transfer the MLOOM back on to your object/char's root node. 6. It should now be local spaced object driven by the world driver.
BAKING NCLOTH I'm not sure why Maya doesn't have a >convert Maya Ncloth to Polygons function but I found a hack online that works well. Set the pose as an initial state (edit nCloth > initial state > set from current) then in the channel box where it says 'isDynamic' turn that to off, ta da!! ***Just tried another method animation>Geometry Cache. Works fine.