Re: Reordering vertex ids when moving between apps.

2012-12-05 Thread Ben Houston
Maya and 3ds max will create new vertices in cases where the topology is
bad.  This will create problems with loading in point caches because the
topology is now different.  This may not be related to you issue.
On Dec 5, 2012 12:53 AM, Adam Sale adamfs...@gmail.com wrote:

 Hey guys.
 We have a condition here where we move data between mudbox, maya and soft,
 and on the return trip into Soft, index reordering affects shape loading.

 In one of our scenes, we've encountered an issue where shapes will no
 longer transfer onto two of the objects correctly, the vertex ids have been
 reordered. The result is just an exploding mass of points/.

 For most of the objects, we haven't had issue, we've frozen transforms, no
 history in stack, but in this case, have any of you experienced re-ordering
 between these three apps in particular?

 How would you transfer shapes between objects of equivalent topology, but
 with differently indexed vertices?


 Cheers
 Adam





Reordering vertex ids when moving between apps.

2012-12-04 Thread Adam Sale
Hey guys.
We have a condition here where we move data between mudbox, maya and soft,
and on the return trip into Soft, index reordering affects shape loading.

In one of our scenes, we've encountered an issue where shapes will no
longer transfer onto two of the objects correctly, the vertex ids have been
reordered. The result is just an exploding mass of points/.

For most of the objects, we haven't had issue, we've frozen transforms, no
history in stack, but in this case, have any of you experienced re-ordering
between these three apps in particular?

How would you transfer shapes between objects of equivalent topology, but
with differently indexed vertices?


Cheers
Adam


Re: Reordering vertex ids when moving between apps.

2012-12-04 Thread Adam Sale
Cages would seem to be one way to go about it,
if I went with ICE, perhaps I could do a closest location query between the
two and get the point ID on the target mesh closest to the source point ID,
and then write that to a variable, and use that to set the point positions?


On Tue, Dec 4, 2012 at 9:52 PM, Adam Sale adamfs...@gmail.com wrote:

 Hey guys.
 We have a condition here where we move data between mudbox, maya and soft,
 and on the return trip into Soft, index reordering affects shape loading.

 In one of our scenes, we've encountered an issue where shapes will no
 longer transfer onto two of the objects correctly, the vertex ids have been
 reordered. The result is just an exploding mass of points/.

 For most of the objects, we haven't had issue, we've frozen transforms, no
 history in stack, but in this case, have any of you experienced re-ordering
 between these three apps in particular?

 How would you transfer shapes between objects of equivalent topology, but
 with differently indexed vertices?


 Cheers
 Adam





Re: Reordering vertex ids when moving between apps.

2012-12-04 Thread Bradley Gabe
If the reordering is consistent, it's possible to create a vertex map and
use ICE to reinterpret the shapes.

On Wed, Dec 5, 2012 at 12:56 AM, Adam Sale adamfs...@gmail.com wrote:

 Cages would seem to be one way to go about it,
 if I went with ICE, perhaps I could do a closest location query between
 the two and get the point ID on the target mesh closest to the source point
 ID, and then write that to a variable, and use that to set the point
 positions?


 On Tue, Dec 4, 2012 at 9:52 PM, Adam Sale adamfs...@gmail.com wrote:

 Hey guys.
 We have a condition here where we move data between mudbox, maya and
 soft, and on the return trip into Soft, index reordering affects shape
 loading.

 In one of our scenes, we've encountered an issue where shapes will no
 longer transfer onto two of the objects correctly, the vertex ids have been
 reordered. The result is just an exploding mass of points/.

 For most of the objects, we haven't had issue, we've frozen transforms,
 no history in stack, but in this case, have any of you experienced
 re-ordering between these three apps in particular?

 How would you transfer shapes between objects of equivalent topology,
 but with differently indexed vertices?


 Cheers
 Adam







Re: Reordering vertex ids when moving between apps.

2012-12-04 Thread Eric Turman
GATOR :)
On Dec 5, 2012 12:06 AM, Bradley Gabe witha...@gmail.com wrote:

 If the reordering is consistent, it's possible to create a vertex map and
 use ICE to reinterpret the shapes.

 On Wed, Dec 5, 2012 at 12:56 AM, Adam Sale adamfs...@gmail.com wrote:

 Cages would seem to be one way to go about it,
 if I went with ICE, perhaps I could do a closest location query between
 the two and get the point ID on the target mesh closest to the source point
 ID, and then write that to a variable, and use that to set the point
 positions?


 On Tue, Dec 4, 2012 at 9:52 PM, Adam Sale adamfs...@gmail.com wrote:

 Hey guys.
 We have a condition here where we move data between mudbox, maya and
 soft, and on the return trip into Soft, index reordering affects shape
 loading.

 In one of our scenes, we've encountered an issue where shapes will no
 longer transfer onto two of the objects correctly, the vertex ids have been
 reordered. The result is just an exploding mass of points/.

 For most of the objects, we haven't had issue, we've frozen transforms,
 no history in stack, but in this case, have any of you experienced
 re-ordering between these three apps in particular?

 How would you transfer shapes between objects of equivalent topology,
 but with differently indexed vertices?


 Cheers
 Adam