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Relationship between FBX mesh control point indexes and Maya vertex indexes?
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  • Total Posts: 9
  • Joined: 19 September 2010 01:36 PM

Hi,

Is there any relationship between vertex indexes in the FBX API (i.e., the numbers you pass in to KFbxMesh::GetControlPointAt) and vertex indexes in Maya (i.e., the numbers you might use in MEL to index in to the mesh’s vtx array)? It would be useful if there were, as I could then make a stab at printing something out from my tools - “select -r xyz.vtx[1] xyz.vtx[2]”, etc. - that could be pasted into Maya’s script view to show any problem vertices that my tools have found. (Obviously not all properties will map uniquely to a particular control point, and I’ll have a bit of work to do to work around whatever the FBX triangulation is doing, but it would be better than nothing...)

I don’t have a copy of Maya to experiment with so some definite information would be appreciated before I just put it in and start confusing people :)

If there is currently a particular mapping, it would be useful to set this in stone perhaps. I can’t think offhand of any benefit to be gained from rearranging things at the export stage, but I can see many advantages to keeping the indexes the same between Maya and the FBX file.

Thanks,

--Tom

P.S. the same would go for other packages that export to FBX I imagine, the artists I am working with just happen to be using Maya and it happens to be the one I’m most familiar with…



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  • CarlosC
  • Posted: 07 October 2011 04:40 AM

Hi Tom,

Here is what the dev said about your problem:
“Yes and no!

Although the vertices are given to Maya in the order they are read from the FBX file (and similarly retrieved from Maya and given to FBX in the order) what happens after can have a significant impact on the ordering. Maya is free to re-organized its internal data structures and/or manipulations on the mesh for optimizations or simply because editing operations are affecting the vertices array. So taking for granted that the indices in the FBX are always matching the indices inside Maya is a very weak assumption. In theory, if nothing happens in the Maya scene, then it is safe enough to assume that the indices are matching but …”

Hope this helps.

Cheers!
Carlos



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