I have come upon 2 thing which have made me happy, when talking about a model I have been working on for a long time;
- You can added faces to a mesh that is already UV mapped, and still retain the UV map. For example, against the advice I had read about low-poly modelling, I decided to leave holes in my mesh in areas I thought would never be seen. When culled by the OGRE engine, or Blender’s real time display, these faces appear from the backsied as completely transparent. Well, the holes are very apparent from certain angles.
To solve this problem, I filled two of the holes with 2 faces each. I then mapped them from a good angle, by choosing UV -> from window in the UV face select mode. I then shrunk them, and added them to an unused area of the UV map. Blender handled it fine, in fact, I actually removed some vertices, and welded these new faces to main body mesh, and the UV map still held perfectly.
- I did this two weeks ago. The real surprise came from that these vertices automatically seemed to parent themselves to the correct bones! The new faces move along in the animations I made weeks before, and follow the rest of the “wing” on the model.
so my question is number 2… did Blender do that? Or did I do it, and forget I did it? (possible, I suppose) Does Blender automatically assign vertices to a closest bone?