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
>>
>>
>>
>
>

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