I'm testing this today, and it sorts the vertices, except it does it the reverse of how I expected. The smallest vertex index is at the top, and the largest is at the bottom. But the inverse needs to be true for proper sorting from the Top view... the bottom vertices need to be first, followed by the rest as they rise…
I think any re ordering script would probably trash any custom normal settings you had on the mesh. As for detaching attaching it may be worth looking around for a normals->mapchannel and mapchannel->normals script. You store the normals in an arbitary map channel before you edit safe in the knowledge they are less likely…
$point01 is any ol' point helper in the scene used to define the direction of the sort the second script generates the target mesh and a point with random direction as proof of concept. you could replace it with sortedObj = sortMeshVerts (copy $) (MatrixFromNormal [0,0,1]); to give a vertical sort
Anyone know if there is a way to re-order a model's vertices in 3ds Max 2015 (or any version, really) so they are numbered in order from bottom to top on the up axis? I am making foliage for iOS/Unity, and alpha blend is required (PVR GPU renders alpha test much slower than alpha blend). But the transparency sorting is…
something like this (for editable mesh) though it doesn't protect any custom normals (though adding the map channel solution isn't too tricky). It's odd that everything other than the vert order remains the same. If I(we) had a production use for this I would implement it as a modifier with a simple direction gizmo. The…
simplest of macroscripts to sort verts in world Z, will clone all meshes in the current selection and sort their verts. macroScript SortVertsZ category: "polycount" buttontext: "SortVertsZ" Icon: #("TrackBar",2) tooltip: "SortVertsZ"( fn compareInt i1 i2 values: = values[i1] - values[i2]; fn comparePoint3_Z i1 i2 values: =…
I guess I need to wrap this in a proper MCR somehow? I get this error when I evaluate: -- Error occurred in anonymous codeblock; filename: ; position: 1464; line: 42 -- Frame: -- comparePoint3_Z: comparePoint3_Z() -- sortedObj: undefined -- compareInt: compareInt() -- sortMeshVerts: sortMeshVerts() -- Unknown property:…
oh my bad for this one, i deleted "local" to test line by line, and it resulted with sorttm = (inverse sorttm) instead of isorttm, hence i thought it was a typo.
no one tells me anything! this sounds neat. ( that reordering vrts along an axis may facilitate accurate sorting behavior ) Could u clear up confusion on my part? Is the height in "up" independent of the faces the vrt is a member of? Is the vrt order done face by face or a whole object? If a whole object... Does it matter…
I'm sure this works in Max, I've done it in Maya for hair: Separate your mesh into pieces, then combine them back in order. -Or select everything in order then do a combine. But this can be a huge PITA depending on complexity/overlap/viewing angle. New verts will append either at the bottom or top of the index. In Maya…