'Baking' (?) UV Textures...

I have a UV textured character I want to explode, but as soon I try to separate/split parts of it, the texture information is lost and it renders as black.

Is there any way I can fix the textures first so this doesn’t happen? I wouldn’t want to re-texture each piece of shrapnel separately.


the Braybaker script does something like that… I’m not sure it’s the best approach though, I’d rather do something that lets me keep using the procedural textures [like mapping to an empty, but in this case you’d have to have an empty for each part]

well anyway, that script is here: