Wrap does what you want in principle...the only difference from your case is that you have to set up point pairs manually yourself.I think the point pairs are stored on the surface of the mesh, not in world space. So if you had an initial wrapping setup and needed to adjust the high polys shape and position, the point…
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.
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…
Sometimes I do make the proportion changes on the lowpoly only, but there are times the changes are drastic enough the normal map breaks and will have to be baked again from a highpoly that's been shaped that way. Aren't blendshapes in maya similar to shapekeys in blender? I don't think I could do this with shapekeys, are…
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…
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…