Joelgvfx

If you use the standard method of selecting the objects and going to Mesh -> Transfer Attributes, then the result is a matching set of uv’s which are tied to the source object, and will be applied after deformation and skinning, meaning they will slide when deformed. There is, however a solution, which is to add them to the Original mesh node which, by default, is hidden. Once this has been achieved, you can safely delete the history on the Original node thereby severing its dependency on the source object, and applying the uv’s before any deformation thereby preventing sliding.

Select the target (original) object and graph in Hypergraph Hierarchy. Make sure that you are displaying both Shapes and Hidden. You will notice that listed under the shape is an “ShapeOrig” node. Select this and check the “intermediate object” checkbox in the Attribute Editor. This will result in…

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