.pvtu is really easy.

You just need to specify the data you put in each .vtu file. no numbering, no 
values!
This is an example for a 3D unstructured mesh with a scalar solution value u.


 <VTKFile type="PUnstructuredGrid" version="0.1" byte_order="LittleEndian">
   <PUnstructuredGrid GhostLevel="0">
      <PPoints>
         <PDataArray type="Float32" NumberOfComponents="3">
         </PDataArray>
      </PPoints>
      <PPointData>
         <PDataArray type="Float32" Name="u" NumberOfComponents="1">
         </PDataArray>
      </PPointData>
      <PCellData>
      </PCellData>
      <Piece  Source="output_disc_000.vtu">
      </Piece>  
      <Piece  Source="output_disc_001.vtu">
      </Piece>  
      <Piece  Source="output_disc_002.vtu">
      </Piece>  
      <Piece  Source="output_disc_003.vtu">
      </Piece>  
   </PUnstructuredGrid>
</VTKFile>


Il giorno 12/mar/2010, alle ore 00.04, Cody Permann ha scritto:

> Well that would probably be the logical thing to do but no, it has not been 
> implemented that way.... yet....
> That would be important for restarts but at the time the "hack" was 
> implemented it was a quick workable solution to view the generated meshes.
> 
> On Mar 11, 2010, at 3:47 PM, John Peterson wrote:
> 
>> On Thu, Mar 11, 2010 at 4:44 PM, Cody Permann <[email protected]> wrote:
>>> Yes, The Exodus writer maps zero blocks and sidesets to max(type) instead.  
>>> This isn't heavily tested but seems to be a good work around.
>> 
>> Great!  Does the reader also map such values back to zero when they
>> get read back in?
>> 
>> -- 
>> John
> 
> 
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