Contents
- 1 Are there any ways to re-assign vertex indices?
- 2 How to copy vertex groups from one object to another?
- 3 How to set the index of a mesh in Unity?
- 4 How to sort vertices of a polygon in counter clockwise order?
- 5 Where are vertex and index data stored in Direct3D?
- 6 What is the valence of a vertex called?
Are there any ways to re-assign vertex indices?
Sure, with python you can do anything to meshes, you can reorder the vertices. Just by building a new mesh with different vertex order from old one and then switching them. Jerryno did a great job of explaining mesh indexes in his answer, so I will focus on: Are there any ways to recalculate, re-assign, or copy vertex indices? Yes.
How are vertex indexes determined in Blender stack?
Yes. First let me clarify that there are more then just vertex indexes, faces and edges have indexes as well, but for the rest of this answer I will refer to just vertex indexes. The simplest way to reorder the vertex indexes is with the Sort Mesh Elements tool, accessible from the 3D view header Mesh > Sort Elements.
How to copy vertex groups from one object to another?
Or a way i can copy the vertex groups from one model to another without replacing the already existing vertex groups. There is an addon included with blender that can copy vertex weights from the active object to the other selected objects. As you mention the addon will overwrite any existing vertex weights that have matching names.
How to set the weight of a vertex?
To set a weight for a vertex: Usually you’re using operation = ‘REPLACE’. Getting values from a vertex group is a little stickier. The vg.weight (idx) call will throw an exception if idx is not in the group.
How to set the index of a mesh in Unity?
Optional vertex offset that is added to all vertex indices. Sets the index buffer of a sub-mesh, using a part of the input array. This method behaves as if you called SetIndices with an array that is a slice of the whole array, starting at indicesStart index and being of a given indicesLength length.
What should the index buffer be in mesh.setindices?
For example, if the index buffer that is passed to SetIndices contains indices 10,11,12 and baseVertex is set to 100000, then effectively vertices 100010, 100011 and 100012 will be used for rendering. Note that meshes use 16-bit indexFormat by default, i.e. maximum value supported in the index buffer is 65535 (even when using @int []@ input data).
How to sort vertices of a polygon in counter clockwise order?
If your polygon is convex, take any point in the interior of the polygon, e.g. the average of all the vertices. Then you can compute the angle of each vertex to the center point, and sort according to the computed angles. This will work for any point inside the polygon.
When to draw from vertex and index buffers?
This technique can also be used when drawing multiple instances of a mesh using a single index buffer; for example, if the vertex buffer contained two meshes with identical draw order but slightly different vertices (perhaps different diffuse colors or texture coordinates), both meshes could be drawn by using different values for BaseVertexIndex.
Where are vertex and index data stored in Direct3D?
Vertex data is stored in vertex buffers, and index data is stored in index buffers. Listed below are a few common scenarios for drawing primitives using vertex and index buffers. These examples compare the use of IDirect3DDevice9::DrawPrimitive and IDirect3DDevice9::DrawIndexedPrimitive
Can a modifier be repositioned after a multiresolution modifier?
Multiresolution is the only modifier that cannot be repositioned in the stack after any modifier that will change geometry or other object data (i.e. all Generate, some Modify and some Simulate modifiers cannot come before the Multiresolution one). Set the level of subdivisions to show in Object Mode.
What is the valence of a vertex called?
The number of vertices directly adjacent to a vertex is called the vertex’s valence. Interior vertices with valence other than six, or boundary vertices with valence other than four, are called extraordinary vertices; otherwise, they are called regular. 8 Loop subdivision surfaces are smooth everywhere except at their extraordinary vertices.
How to export index of selected vertices in Blender?
The indices should be consistent with the vertex indices in an OBJ export of the mesh. I want to write a script exporting the vertex indices in a text file in order to access these vertices in a C++ program. Your code only works reliably if you switch to object mode before you execute it.