Nice!

On Tue, Jun 22, 2021 at 4:30 PM Rudi Hammad <rudiham...@gmail.com> wrote:

> Actually I is possible, I did figure out how to do it. If you separate the
> head from the body, duplicate the head, and then recombine the head to the
> body, vertex order is preserved.
> Then you can do a blendshape. I'll probably end up writing a deformer
> anyway, but that's a nice little trick there.
>
>
> El martes, 22 de junio de 2021 a las 12:41:19 UTC+2, hannes...@gmail.com
> escribió:
>
>> match by vert id is impossible in that case because the vert ids cant
>> ever match, unless you somehow reorder the verts yourself from the mesh
>> with the most verts(the body)
>> what i suggest to do instead is match vert by world position, or if you
>> have unique UVs by UV position.
>>
>> get the closest vert, for every vert. and hook them up in a tuple.
>> then use this to do anything you want. ex transfer skinning.
>>
>> i suggest to do this with openmaya because of speed
>> it will be very slow in pymel
>>
>>
>>
>> On Tue, 22 Jun 2021 at 10:46, Rudi Hammad <rudih...@gmail.com> wrote:
>>
>>> (so no, meshes whould not have the same number of cvs)
>>>
>>> El martes, 22 de junio de 2021 a las 11:44:57 UTC+2, Rudi Hammad
>>> escribió:
>>>
>>>>
>>>>
>>>> yes, i want to have different topologies. The use case would be a rig
>>>> where you have a mesh cut out of the head for the facial rig, that you
>>>> blendshape into the full body mesh. So there you have 2 different
>>>> topologies. In maya you can do a blendshape between different topologies
>>>> but if the ids don't match you get unwanted results.
>>>> I can achieve that alternativly wrighting a wrap deformer , but I was
>>>> wondering  by beeing able to match the vertices ids it would be easier.
>>>>
>>>> R
>>>> El martes, 22 de junio de 2021 a las 10:46:50 UTC+2, Alok Gandhi
>>>> escribió:
>>>>
>>>>> Ok. Btw, I am curious as to how you would transfer the vertex id for
>>>>> two differing topologies. Can you give some details about what's different
>>>>> between the two topologies. In any case, I assume that they have the same
>>>>> number of vertex (otherwise you cannot transfer the vertex ids).
>>>>>
>>>>>
>>>>> On Tue, Jun 22, 2021 at 2:05 PM Rudi Hammad <rudih...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> It looks similar to maya's transfer attribute tool, but it doesn't
>>>>>> look to do a vertex id transfer.
>>>>>>
>>>>>> El martes, 22 de junio de 2021 a las 9:53:25 UTC+2, Alok Gandhi
>>>>>> escribió:
>>>>>>
>>>>>>> There was GATOR
>>>>>>> <https://download.autodesk.com/global/docs/softimage2012/en_us/userguide/index.html?url=files/property8064.htm,topicNumber=d28e458586>
>>>>>>> is Softimage XSI that could handle such cases as yours. I remember 
>>>>>>> vaguely
>>>>>>> that it was being worked upon in Maya (since the Softimage dev team was
>>>>>>> merged with the Maya team). I am not sure if it exists in Maya in some
>>>>>>> form. Maybe someone here has more information and can comment.
>>>>>>>
>>>>>>> On Tue, Jun 22, 2021 at 1:15 PM Rudi Hammad <rudih...@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> That was to nice to be true. So I guess there is no easy way (or no
>>>>>>>> way at all probably) to transfer the vertices ids between different
>>>>>>>> topologies?
>>>>>>>>
>>>>>>>> El martes, 22 de junio de 2021 a las 1:10:27 UTC+2,
>>>>>>>> voidr...@gmail.com escribió:
>>>>>>>>
>>>>>>>>> I believe you need to have the same topology to transfer the
>>>>>>>>> vertex order, since you'll need the same number of vtx to copy the id 
>>>>>>>>> to,
>>>>>>>>> otherwise maya will crash.
>>>>>>>>>
>>>>>>>>> On Monday, June 21, 2021 at 6:57:33 p.m. UTC-4 Rudi Hammad wrote:
>>>>>>>>>
>>>>>>>>>> Hello,
>>>>>>>>>> haven't found anything in the search bar and nothing really
>>>>>>>>>> worked for me doing a google search, so I was wondering if it is 
>>>>>>>>>> possible
>>>>>>>>>> to transfer the vertices ids from one mesh to another with different
>>>>>>>>>> topologies. There is a tool in Maya called transfer vertex order , 
>>>>>>>>>> but it
>>>>>>>>>> crashes maya every time.
>>>>>>>>>> Any suggestions?
>>>>>>>>>> Thanks
>>>>>>>>>>
>>>>>>>>>> R
>>>>>>>>>>
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