Maya and STL – Deep Connected Vertices

Part 2, something practical Given the previous post might have been informative, but somewhat inconclusive in showing why you would care about STL1)the containers part of the Standard Library is referred to as simply STL this time around we move right away to a practical example of how you could do things without STL, and in a follow up we’ll look at the STL alternative.   Vertex Neighborhood problems Maya offers a single straightforward way to get the neighborhood of an arbitrary point: the getConnectedVertices() method in the mesh vertex iterator. It’s a suitable place and a reasonable layout, but it has one issue, the degree of topological connection is limited to 1; only the immediately connected points are available, if you want the points connected to the connected points you’re on your own. Sampling data around a vertex, with around being the topological geography of it, is an incredibly common operation that a lot of important algorithms use2)I’d say Laplacian based operations like Smoothing/Relaxing geometry or vertex attributes are the most common and the most intuitive; a lot of the time the immediate neighborhood is all you need, but not infrequently you need a deeper neighborhood. Smoothing skinning weights … Continue Reading →