Cloth bind and mapping/Inherit mesh UVWs
#1
Maybe a misunderstanding on my part, but I basically see Cloth Bind as a combination of particles and a mesh that is attached to them. 

If I don't use "Inherit mesh UVWs" in the Cloth Bind or a Mapping operator, the UVs of the mesh make it through the process fine, the output mesh is basically the input mesh.

But if I use eiter of those options because I need the mapping to drive something, the mesh UVs get mangled at (fused across) seams in the UV, likely a projection error, understandable in case of the particles as they don't know which side of the seam they belong to.  What I'd expect/wish for, though, is that the projection only affects the particles and that the original UVs of the mesh remain untouched or are restored after the fact. Or have a checkbox in case someone really wants to project mapping from a different mesh to the mesh itself.
One workaround is to use a second mesh that then is wrapped/skinned/bound to the first one, or copy the uws manually, but that's a bit cumbersome (and like said, in my mind, the mesh is already bound to the particles to begin with).
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