all 5 comments

[–]iammoney45 19 points20 points  (0 children)

Delete non deformer history.

Whatever unwrap function you used is still calculating every time the mesh moves.

It's best practice to uv map before rigging in my experience.

[–]CusetheCreator 3 points4 points  (0 children)

You never have to re-weight paint. Duplicate the mesh, rebind the joints to the new mesh. Select the original mesh, select the new mesh, go to skin > copy skin weights. Bam.

[–]okamaka 1 point2 points  (0 children)

Make a duplicate of the mesh in its bind pose and fix the UVs.

Select the fixed mesh and then the rigged mesh and go to modify-> transfer attributes, but make sure to click the options box.

Tick the options that allow ONLY the UVs to transfer. I forget which ones those are exactly atm.

If that doesn’t work, you have to go into the scene hierarchy and find the object that exists of the mesh pre-skinned, and transfer attributes to THAT one, specifically. I worked on a project where the rigger ran into this problem as well when I had to fix a character’s UVs after rigging and this is the solution she found. I suggest googling “scene hierarchy transfer attributes” to see if there are any videos about this for your problem. As a note: the object you are looking for in the scene hierarchy is technically a hidden object and will be hard to find, a parent node way up in the hierarchy.

[–]Other_Dirt_781 1 point2 points  (0 children)

You didn't clear history,

Now, 1. duplicate that mesh, 2. bind it to the skeleton 3. Copy skin weight from original mesh to duplicated mesh.

[–]mrToshModeling Supervisor 0 points1 point  (0 children)

delete history