Notifications
Clear all
[Closed] Triangulate Poly without changing vertex order
Apr 28, 2010 3:13 pm
Hey guys!
I’m working on a mesh validation script that needs to check every individual triangle of a poly object.
So I somehow need to triangulate (turn all internal edges into visible edges) the object without changing the vertex order. I tried using the connect function:
local nTriangulatedCopy = snapshot nPoly
convertTo nTriangulatedCopy editable_poly
nTriangulatedCopy.selectedVerts = nTriangulatedCopy.verts --select all vertices
nTriangulatedCopy.connectVertices()
But this seems to change the vertex order, so that I can no longer infer from the vertices of the new object to those of my originial object.
Do you know a way to triangulate a poly object so that the vertex order remains the same as before?
Cheers!
-Sascha
1 Reply
Apr 28, 2010 3:13 pm
local nTriangulatedCopy = snapshot nPoly
addModifier nTriangulatedCopy (Turn_to_Mesh useInvisibleEdges:false)
convertTo nTriangulatedCopy editable_poly
I think your verts will be fine with this.
Cheers,
-Johan