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Transfer Vertex Order

Transfer Vertex Order

Anonymous
Not applicable
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9 Replies
Message 1 of 10

Transfer Vertex Order

Anonymous
Not applicable

Hi, I'm trying to export a blend shape to a rig I made in another program to create a face rig for a character.  I've narrowed the problem I'm experiencing as an issue between the Vertex order of the exported Blend Shape and the Vertex Order of the actual mesh in Poser.  I exported the head bone and imported it into Maya to use the Transfer Vertex Order command on the head in Maya and the Head Bone Obj.  The two OBJ's had the same amount of polygons on them and I deleted all the history on both objects to use the Transfer Vertex Order command however the option was greyed out in the Mesh Window.  Am I doing something wrong or are there more requirements for using the option?

 

I am using Maya 2017 on a Mac updated to Mac OS Sierra 10.12.5

 

I will provide more information if it's needed.

 

Thank you!

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10,297 Views
9 Replies
Replies (9)
Message 2 of 10

mspeer
Consultant
Consultant

Hi!

 

Make sure meshReorder.mll is loaded in Plug-in Manager.

Message 3 of 10

Anonymous
Not applicable

Alright, the option came up, but Maya keeps crashing.  Is this caused by the tool, the program, or me?  

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Message 4 of 10

mspeer
Consultant
Consultant

Hi!

 

Try a reset of your preferences.
Rename the folder prefs in folder 2017 to something like prefs_backup, or to reset everything, the folder 2017 to 2017_backup. Maya creates new folders. Detailed at:
https://knowledge.autodesk.com/support/maya/troubleshooting/caas/sfdcarticles/sfdcarticles/Reset-May...

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Message 5 of 10

Anonymous
Not applicable

I just tried this option, sadly it didn't work.  I'm starting to think I messed something up here haha!  

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Message 6 of 10

nFighter
Contributor
Contributor

Have same issue with Maya 2018 on win7. Plugin is loaded, settings dropped to default, just two similar objects with no history in the scene. But Transfer Vertex Order crashing Maya every time. 

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Message 7 of 10

Anonymous
Not applicable

Had same issue. In my case problem was in a source mesh. I didn't find what exactly causing this but I found a pretty easy workaround to fix it.

 

1. Combine source mesh with any other mesh in the scene(can be a cube)

2. Separate it (the vertex order will remain as it was before combining)

3. Delete History 

 

Hope it helps.

 

Mike

Message 8 of 10

nFighter
Contributor
Contributor

I found that separating my complex object and deleting history is working for me too, but it ruined all the blendShapes and rig, so it's quite useless (

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Message 9 of 10

Anonymous
Not applicable
Try just deleting those polygons rather than separate. Also make sure that before you combine those to object the source object must be selected first in order to keep original vertex order. You can also turn on vertex id to track it.
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Message 10 of 10

Anonymous
Not applicable

haha! its funny, but this works!

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