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Is it possible to update the mesh while retaining 2D UV positioning of all strokes?

New Here ,
Jul 12, 2021 Jul 12, 2021

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I had to make proportional changes to my mesh but I did not change the UVs at all. So I want all the texturing in my SP project to retain its current 2D/UV space positioning however it gets all moved around when I update the mesh regardless of wether I check to reporject strokes or not.

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New Here ,
Jul 12, 2021 Jul 12, 2021

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I'm guessing this is to do with how SP saves strokes in 3D space. So I guess I need a way to sort of bake 3D strokes into 2D space. Is that possible?

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Explorer ,
Jul 12, 2021 Jul 12, 2021

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The re-projection is based on the bounding box you had with that mesh prior, and anything done within the 3D viewport. All strokes made in the 2D view wont re-project, and if you changed the bounding box of the mesh the strokes will not match up.

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New Here ,
Jul 12, 2021 Jul 12, 2021

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Yeah, basically I was hoping there is a way to convert all the 3D data to 2D data because I don't actually want to reproject anything. As I said the UVs are exactly the same, so I want all the stroke data to stay where it is on the UV map. 

If I can't do that I guess I'm gonna have to export all the layers from the original project out and then bring them back into the new project as texture layers...

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Explorer ,
Jul 12, 2021 Jul 12, 2021

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If the UVs are 100% the same, make a Smart Material from your layer stack, then make a new project with the mesh and apply it.

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New Here ,
Jul 12, 2021 Jul 12, 2021

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O, that sounds promising. Will try later. Cheers!

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New Here ,
Jul 19, 2021 Jul 19, 2021

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Didn't work, get exact same results as when I just load the new mesh into the original project.

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