These now have consistent vertex definitions. objs are in identical locations, the Hexagon representation orders the vertices the same.ģ. obj file so that the vertices are in some sort of location order - hence if the vertices in the different. But this time I've got a better solution. Was hitting this issue again Andy and came back to this thread to try and find a solution as I knew I'd found a solution before. Is there any hint on why I'm getting such different vertex order outcomes, and what can be done to try and overcome it?Īnd a related question - is there any way to copy the UV definitions from one model and apply them to another model (same vertices and faces)? But for Number 3, that is a monster tedious job. obj - swap the 4 vertices around and update the vertex references in the face definitions. This creates an absolute mess when the UV set is loaded as the load assumes the same vertex order.įor Number 2 it's feasible for me to manually edit the. But number 3 exports with almost every vertex in a different order to number 1. Number 2 exports with all but 4 vertices in the same order as number 1. They have been set up so there can be 3 different UV sets for the one model (to cope with different generations of DAZ models). I have 3 virtually identical models (same #vertices and #faces, but stuff gets jiggled here and there so they not identical-identical unfortunately. Unfortunately, Hexagon is a dog that's difficult to use, hence this plea.Ī related issue. My current importer / exporter are export 1.6 by Dennis Hawthorne and Import 1.8 by John Huffman / Inivis.įWIW, Daz get around this issue somehow with their Studio / Hexagon bridge. And it it's not yet available, I'd like to see that feature added. Is there any similar option in the AC3D import and export? I can't see any place to specify this. I've seen in some discussions that Blender has an option to "preserve vertex order" and this is needed to to morph modelling using blender. So, for example on morphs, even a simple model change will have absurd outcomes if applied as a morph to the original Studio mesh. etc.), it's very difficult (impossible?) to do more work on it back in AC3D because the vertex order of a model exported from Studio, imported to AC3D and then re-exported / imported gets changed. However, once a mesh is in Studio (and, for instance, rigged and weight mapped and etc. I mostly render in Daz Studio, but I use AC3D for most of my modeling up - because it seems much easier and more intuitive than anything else I use.
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