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
>
>
>

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