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 <[email protected]> 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 > > >

