Thank you for those links, in addition to the information differentiating between modeling and texture spaces!
I have another question, unrelated to UV mapping, though still incorporating the cork hat model.
Earlier, I created an FK chain with the intention of bringing this combined asset into Unity for use in a larger project I’m working on.
I was successful in creating the FK chains, and, nearly all of the joints worked as intended, with the exception of the joints which are near the brim of the hat.
I’ve sifted through a dozen or so weight painting tutorials, including those on Cineversity, though none directly touched on the areas I was hoping they would.
For reference, I’ve uploaded my project file to Google Drive, here is the link: https://drive.google.com/file/d/1WdF5U9ZBjBZz3WTL-FJpO1tOix9vjqOA/view?usp=sharing
The joints which are causing me grief are all of the ‘top’ most joints, ie, ‘Rear Right 0’, ‘Rear Left 0’, Mid-Rear Left 0’, etc.
I’ve tried reducing area of influence of the weights, though this did not work as I was hoping.
I’ve never done weight painting before, let alone much rigging, but was thrilled to see that about 75% of the joints worked as I was hoping.
If you have the time and could take a look at my project file and lend any insights into how I could go about executing what I’m trying to do, I’d be, yet again, extremely grateful.
My objective is to be able to rotate the conflicting joints without them deforming the brim of the hat at all.