Transfer Vertex Order

by Nick Barre in Addons


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This item has an average rating of 3 from 18 ratings by the community.

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  • Nancy
    almost 2 years ago

    Unfortunately doesn't work. I'm on Blender 2.93, quad meshes.

  • Omer Almadani
    about 2 years ago

    Absolutely incredible! I was having so much trouble reshaping multires to the sculpted mesh. Turns out subdivision surface messes with the vertex order. This addon though worked flawlessly. Thank you so much!

  • Marcin
    about 2 years ago

    Very good. It works. I able to fix Daz3D vertex order of genesis characters when decimating/unsubdividing them in Blender from HD/high res export (subd level 3) to base resolution (subd 0), that could be used for morphs creation.

  • Antonio García Gallardo
    about 2 years ago

    Does not work on 3.3. Only part of the mesh seems to end up with the correct vertex order. Fortunately I found a free addon that does the same and does work.

    • Nick Barre

      about 2 years ago

      Hi, thanks for your feedback. Addon works with Blender 3.3 the same as with previous versions.
      I think the problem is that the mesh you are using has loose parts.
      The approach work with such meshes is to split them by loose parts and transfer them separately one by one. Then they can be combined back.

  • Jamdalu
    over 2 years ago

    Genius tool - my ZBrush shapes work perfect now - thank you so much!

  • Sergey
    about 3 years ago

    Cool stuff, helped me a lot while I was working with blend shapes for face.
    After some of them were edited by modeler, vertex order broke, and the face animation looked buggy as hell :)
    Then I found this add-on and restore the same vertex order for all blend shapes

  • Vyacheslav
    about 3 years ago

    Must have tool! Works pretty fast on the heavy meshes.

  • Matt Cowdery
    about 3 years ago

    Does not seem to work. The only thing I can think of is that maybe it only works with quads, and not tris?
    To test, I took a sample mesh, distorted it with sculpt (no dynotopo) and then deleted one vertex, and then replacing it, resulting in the vertex order of the two being different. From there, I was unable to make the vertex order transfer correctly. It is possible that I am doing something wrong, but from the tutorial video, it seems like it should not be possible to do wrong (provided your two models have identical topology)

    • Nick Barre

      about 3 years ago

      The problems on triangulated mesh could be only in case if triangulation was applied after deformation.
      Triangulation adopts to the mesh shape and could be different between original and deformed meshes.
      Therefore the meshes topologies will not match.

      Here is a demonstration that it works fine on triangulated meshes, if triangulation was applied before deformation.
      https://youtu.be/odSNO6RcQFE

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Details
Sales 600+
Rating
18 ratings
Dev Fund Contributor
Published almost 4 years ago
Software Version 2.8, 2.81, 2.82, 2.83, 2.9, 2.91, 2.92, 2.93, 3.0, 3.1
License GPL