Verticies reordering

hello folks.....

yesterday i posted that i was trying to gain access to the vertici numbering of a quad mesh. the purpose being to match the odering of verticies between quad meshes with the same number of verticies, but disparrate ordering. (as a result of using any of the poly tools after having tesselated from nurbs surfaces). i have been trying to think up a sceme on how i would do this:
1. i could create a command plugin that tells you to select the first two corrisponding verticies on two disparate surfaces with the same total number of verticies. then have a calculate function that somehow takes this information and reorders the verticies of each surface to exactly match each other. mabey i could somehow use edge direction to tell the function which verticies need to corrispond. this may only work with quad poly models however, and i have my doubts about this idea anyway.

  1. if i were able to line up the two models in world space i could use the same function, but have a positional tolerance be the means of creating vertici corrispondence between the two models. this also has problems because if the two models differ too drastically in shape, the wrong verticies would corrispond.

  2. mabey there is a way i could use a common parameterization, or some type of texture to create a unified vertici order between two meshes?

  3. could i some how paint vertici order with artisan? that would be cool.

this has increasingly become an annoyance in using maya blendshape with polygons that have been "through the ringer" so-to-speak. i have to put them through the ringer to make a single shell surface from what were formerly nurbs pathces.... any way it would be wonderfull to have this level of control over a poly surface. does anyone have any ideas? are there other packages that would let me do this? are there any pluggins that already do this?

thanks

therrell
FATHOM STUDIOS
Atlanta

does anyone know yet if in maya 2.5 with the new rebuild poly tool, will reorder a mesh in a common or standard way accross models of varying vertex orders? for example, two models look the same and have the same number of vrticies, but the ordering of the verticies are all mix matched between the two, making a blend shape impossible. if i were to rebuild those two poly models in 2.5 with the same settings for each, would thier vertex orders now be the same, allowing nice blendshaping?

therrell
FATHOM STUDIOS
Atlanta

hi, i'm a max user but problem and princple of solving should be pretty much the same...

this is something that bugs me for so long, and still i haven't found any solution to this... that's because i don't know script language but i have few ideas how it can be solved..

  1. one of them was with positional tolerance... that will solve the problem for sure if meshes have same or similar shape...

  2. look at this link http://www.cgtalk.com/showthread.php?t=192942 . guy is using script language to rebuild topology of the model.. maybe same method can be used for fixing blendshapes... i guess this could work with drasticly different meshes since you're the one who control how topology is being recreated...

just my 2cents.. i really hope to see solution for this soon... so many new workflows would be available then...

cheers

You may also try to export/reimport the meshes as OBJ, as the conversion reorganises the vertices in a more logical way (while keeping the UV's )
Hope it helps,
Guy