If you must maintain vertex order, the only way to do this properly is via a script that will re-create the entire mesh with proper vertex order. It would be very slow and a big pain, but would do the job.
I've got a Python script that throws everything in my Ref folders onto an HTML page, sorted by folders. Python is not the kind of language most hosts have installed so I guess that doesn't count.
Yeah that article rocked, wish more studios would find the light and atleast dabble with xsi for animation ;) But damn I love Maya and its script/bits so its a tie for me now ;p
i agree. In my opinion maya crashes have risen in this and the 2009 version. and no autosave is a joke.(yeah, i know there are scripts...) Still 2009 had some useful modeling and animation features to improve workflow.
because the environent color is set to white (press the [8] key for setting it back to black) this white color often used in AO renderings, maybe you used some script or so that did not set it back.
maybe go a different route, swap UVW with XYZ channel and morph/ tweak the UV-mesh in the viewport and once done swap it back- thats how I do that kind of stuff in max and some scripts.
@Masich ya if you cant make it work i can do the compile for you. don't worry about credits, editing a line of text and running a script isnt much so dont bother with credits for it.
Hmm, works fine in Max8, wonder why they broke it in Max 9 ... Tinman is right though, it's pretty easy to write a script to check which subobject mode you're in and perform the correct action for each one.
I wrote a Script for automatic Reference setup...it also solves the Wireframe-problem, since the Refs are in a separate Layer and are always shaded. By default it uses the Settings I like best, but most of them can be toggled ;)
Also is there something that will mirror uv's not just verts. Another really habdy script is morphix 2, which re orders the vertex index to match another mesh, as long as they have the same vert count/topology.