Vertex Numbers

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aligorith
Posts: 0
Joined: Sun Dec 05, 2004 3:40 am
Location: Chch, NZ

Vertex Numbers

Post by aligorith »

Hi,

Currently, RVK's and MakeHuman suffer from one problem: if the base/original mesh is changed in a way involving removing or adding vertices, all targets become invalid. Well, maybe this problem could be avoided if there was an option to number the vertices in meshes. So, if required, a user could specify which vertex was named 1, 2, 3, and so on. There would need to be functions to reorder the numbers of vertices that might take into account which vertex a user defined as something. The advantage of this approach would mean that if the number of vertices was changed. The disadvantage is that file-sizes would rise, there might be some backwards incompatability.

Aligorith

LetterRip
Posts: 0
Joined: Thu Mar 25, 2004 7:03 am

Post by LetterRip »

Well, maybe this problem could be avoided if there was an option to number the vertices in meshes.
Makehumans verts are numbered, also modifying the mesh doesn't necessarily invalidate all the makehuman targets, usually only a targets local to the modified area need to be updated.

LetterRip

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