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A templated network has exactly the same number and arrangement of
points as the original, and all patch mapping properties such as
name, size and max error are copied across too. However, sometimes
during the templating process, the order and orientation of patches
may change. If you have problems creating clean morphing targets,
then you can use the following procedure to check and test the source
networks.
(1) | | |
Load the target and template meshes and networks. There's no need to
run
Restore Template
(see below).
Figure 159. Matching Original and Templated Networks |  |
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(3) | | |
Make sure that the two patches selected, one in each of the target
and template windows, are matched. That is, they are the same
location in the network, and the U directions are the same.
If not, find and pick a pair of matched patches.
Figure 160
shows two matched patches on the bottom center-left of the two
networks.
Figure 161. Auto Network Match Tool |  |
|
(5) | | |
If all goes well the target network rebuilds and you can then resave
it with the newly matched texture map properties and patch order.
But if a miss-match in the topology is found, an error is displayed
and the offending patches are selected (see
Figure 162).
In the above example, the pair of selected patches have different
grid dimensions.
If you get a miss-matched patch, examine the network topology in that
area, make any changes required to get the target network to match
the template network, and go back to step (3).
Figure 163. Comparing Original and Templated Networks |  |
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