If I understood you correctly, you would need a script which finds nearest HP vertex for each LP vertex and then moves LP vertices to corresponding positions for other HP variations. Assuming only proportions change between different HPs, otherwise indices might change.
Maybe it's possible with bpy. but i don't know if you can store custom data like that on vertices with python. It doesn't even need to work procedurally, it just needs to be one button for lock and another button for snap. each vertex on the lp would need to hold a unique identifier for their respective hp vertex so they…
in maya a blendshape just copies transform for each vertex ID, i dont think there is more to it than that recently there was a thread about retopology tools, and one i think called Wrap IIRC is shown, that conforms an existing base mesh to another model and you can designate matching vertices manually. Might check for that…
not sure about blender but in maya you can use a blendshape to match vertex by ID for problems like changing proportions of a model to make variations. what sounds a little odd about what you've described is that you make a high poly for the proportion changes and then want to conform a game res model to that? Seems much…
I'm making game models for a hobby project. Some of these models is hard-surface armor. I'm making some of these armors different proportions to fit different sizes. The problem is, even with blender's shrinkwrap modifier the hard-edge outlines of the lowpoly will "slip off" the highpoly and they have to be meticulously…