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xynaria
09-12-2002, 09:21 AM
At the risk of sounding rather dim.. is anyone able to explain to me how vertex numbering works in Max?
It would appear to me that in doing any Mesh editing where vertices might be deleted etc that Max then 're-numbers' the actual vertices which is why I'm presuming that in such circumstances, selection sets will no longer hold.This seems to be problematic in certain instances of creating morph targets too. If this is indeed the case does the renumbering follow any precedence xyz order?
Is there any 3D programme that will allow mesh editing but retain selection sets?
Is there any 3D programme that will allow me to created morph targets by using halves and then welding / or using some symmetry tool and still function useably?
Might it be possible to produce a script for Max that allowed either of the above?

:) :)

xynaria
09-13-2002, 11:38 AM
Bumpity bump


No-one??????????????? :)

LFShade
09-13-2002, 03:53 PM
Max doesn't allow 'holes' in the vertex numbering. In the case of deleting a vertex, it will decrement the index of all vertices that previously had indices greater than that of the deleted vertex. There is no topologically-based precedence, but it does, of course, depend on how the mesh was constructed (since that determines the initial ordering). I suppose it would be possible to write a script that could delete vertices without affecting selection sets; perhaps I'll give it a go:)

xynaria
09-14-2002, 03:57 PM
Thanks LF Shade :) .. anyone know if this is the case with all apps or do some retain vertex numbers rather than re=order on editing?. :)

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