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How can I keep consistent vertex ordering?

by Joe Bussell · in Artist Corner · 10/07/2008 (1:36 pm) · 1 replies

Greetings Listers!

I am having an issue with the Maya2DTS export. First off, let me say that the basic export is working just fine. My objects appear correctly in the show tool. Textures are sweet, UVs are tight, scale is good. So I have all the basics set up properly for business as usual.

What I am attempting is not usual ;-)

I am working on a custom vertex morph. Consider the simple case where I have two shapes, both are boxes with a rectangular cut out. The first object has a small cut out, the second object was constructed as a copy of the first where the inner wall vertexes are moved closer to the outer wall in order to form a thin walled version of my basic box with cut out.

When I observe both object's vertex numberings I can see that the vertexes are indeed in a simple one-to-one relationship with each other. More simply, the upper right outer wall vertex is vertex 1 in both cases, and all the other corners match as well.

Now for the rub. When I export the shapes the vertex order does not stay consistent. The result is that my morph fails, rather most are consistent, but some of the verts are switching positions in a very unseemly way.

This procedure worked well in 3DSMax, but I have a new artist who is more familiar with Maya. His pieces are beautiful, tight geometry, perfect UVs, but I have to get the morph targets of these complicated derived shapes to have the correct vertex order as the base object, or I am going to have to set aside Maya and require that work is done in 3DSMax (which will cost me in artist happiness, a coin I have in short supply).

Can anyone shed some light on keeping vertex order consistent through the Maya2DTS Export?

#1
10/09/2008 (2:53 pm)
I had him construct a very simple shape, and verified that the vertex order in Maya is identical between the two parts. This appears to suggest that the disconnect is in the Maya exporter. Can anyone verify this?