to adjust the deformation order so the texturing will happen before animation rt mouse over the surface go to inputs>complete list, this is a list of your deformations in order starting with the first on the bottom all the way up to the last at the top - simply middle mouse grab the texture deform node and drag it just above the bottom, Note if you are using projections for textures you should convert them to solid or you will swim in them... sound like this may be happening- I believe in the hypershade all you have to do is select the object the projection is on shift select the projection map and under Edit in the hypershade.go to convert to solid texture- this will make your textures permenetaly placed on the area you see them before animation occures keeping them locked when in animation-
Also you shoul always always delete history before binding- this can give you major problems down streem- there is currently no way to delete the history on bound object without losing the bind- But I do have a work around-
You can use the Attribute Paint tool to export your existing wieght maps- YOU have to do this for each joint per surface bound to- If for example your leg is a seperate surface from the torsoe- you would export the weight map for every joint in the leg that the surface was bound to- any joints having multiple surfaces will have there own weight map for each surface ex the hip is bound to both the upper leg and lower torsoe thus you will have to export two maps- Things to keep in mind is naming keep a good name system so when you re-import them to the new bind after deleting history they go to the same surface joints... confused yet... well the way you export and import is select the surface you want to export a map from, rtMouse over it and go to paint> and select the joint- Now you will have the PWTool in your view- in the tool bar double click the paint icon will next to translate rotate and scale tool, to view it's attributes -there is a tab labeled MAP- click it - there is an export and an import area- type in a file name in export and hit the folder to the right to place it somewhere- sugest using luminance to export and import as a tif image, export all your maps - then when you rebind- select the surfaces the joints rigid bind them then load in your wieght maps one at a time but make sure that when you import a map the Attr paint 1st TaB in the tools attr's -make sure the tools operation is on replace or you will add or subtract thie wieght from the original bind weight This is also useful for getting your weights set up on one side of your character themn export and re-import to the other side, If you choose to export as tif you can open the weight maps in photoshop- good for smoothing and getting areas you can't paint with the tool(sometimes even when you export as tif it doesn't show it as tif, just manually go into the exported map name and add the .tif extension onto the end of -this always works...)
-good Luck ya might need it... I do use this method myself but I use it for smooth skin- i'm not to big on rigid binding to limited and I hate flexors and lattices... You can use any existing lattices you may have had on the previouse bind just duplicate them before you delete the history on the character keepthem where they are just hide them till your chatracter is binded back up and use the edit membership tool to add the cv's into the lattices for each area...
Again hope this helps and that it wasn't to much to follow...
-sid69 sid69graphic@yahoo.com
student @ Ex'pression Center for New Media xnewmedia.com