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Full Version: Cartoon Network Punch Time Explosion XL rigged models uv mapping
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I was looking at the model rips for Cartoon Network Punch Time Explosion XL and noticed a few of them were actually rigged, and I was wondering how they were able to rip them like that, as I want to send a rigged version of K'nuckles.
Metanoia was a big help for me in this case but now I have a new problem, the uvs always end up in a corner and I don't know how to fix them. Unwrapping and realigning will take too long and I should mention I've exported this model in all types, .dae, .smd, and .obj and I can never get the right aligning on the UVs.
If you can export the unrigged version with correct UVs, you can transfer the UVs from the unrigged version mesh to the rigged version mesh (as long as they have the same topology).

https://docs.blender.org/manual/en/lates...vmaps.html