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[Closed] Triangulate Poly without changing vertex order

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
 JHN

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