odf opened this issue on Oct 27, 2008 · 13933 posts
Spanki posted Wed, 02 November 2011 at 2:30 PM
My plugins attempt to (basically) do what you suggest, but the problem is...
The areas that are 'off' are in places where lots of tiny polygons (ie. very close vertices) are bunched together, so trying to find matches between the two meshes is problematic - the 'closest' vertex in the original mesh may not be the 'matching' vertex.
My plugin loops through comparing all the vertices of one mesh with the other mesh (within some 'tolerance' distance), marking off vertices as it finds matches, then loops again with greater and greater tolerances, looking for the closest match for each vertex (out of the remaining un-matched vertices). The problem is those false-hits (we've seen these before, eh? :) ).
Once I manage to get identical vertex-location-equivalence, I can re-order them to match the original mesh and use a look-up table to remap the polys using those vertices (and the matching uv-polys), based on the newly re-ordered vertices.
Anyway, I'm mostly done now (I think)... it's mostly now down to the question of whether I want to spend the time re-mapping the inner mouth parts to match V3 (again) or just leave them with Antonia 1.2 mapping.
Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.