Polygonal mesh CV's (control vertices) doesn't exist, that term is either 
applied to NURBS surfaces or curves. Did you mean UV's or your talking 
about NURBS surfaces?

If you are talking about polygonal meshes, the ordering of you face id's 
are dependent on Maya mostly. If you edit your mesh maya reorders the 
vert/face ID's to it's liking. Mainly for performance purposes. You would 
either have to reconstruct the mesh face by face via the API, what is 
tedious task to have in a controlled manner (check the "meshReorder " 
plugin example in the maya api documentation). Or use some kind of other 
method like, vertex color / metadata to tag your geo.
J

On Sunday, November 8, 2015 at 11:33:47 PM UTC+1, [email protected] 
wrote:
>
> Hi, 
>
> i have a number or operations to apply to a big mesh that has been 
> constructed from multiple patches of geo, so naturally the cv's are all 
> jumbled. The problem is i need to isolate certain chunks of my geo in many 
> different areas and if i group these faces/cv's as a big jumbled list it 
> will be very tedious to setup. 
>
> What i was wondering is if there was an api/python way of re ordering 
> sections of mesh so that for example if i have a human mesh, each limb 
> would have consecutive numberings, each finger would be numbered in chunks, 
> like fingertip to knuckle face[0] to face[30] and then next knuck would be 
> face[31] to face[60] etc. so parts of the mesh could be quickly and easily 
> isolated in a selection. 
>
> thanks, 
> Sam

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