I'm new to Blender, but I've used Max & Maya in the past, both of which I've never had this problem with.
The issue I'm having is when exporting a simple mesh as .obj the vertex ordering is all messed up. I have tried sorting the vertices using the Sort Elements in the Mesh menu but it is not working as expected, see below...
v -10.000000 5.000000 0.000000 v -10.000000 6.000000 0.000000 v -10.000000 7.000000 0.000000 v -10.000000 8.000000 0.000000 v -10.000000 9.000000 0.000000 v -10.000000 10.000000 0.000000 v -10.000000 -2.000000 0.000000 v -10.000000 1.000000 0.000000 v -10.000000 -1.000000 0.000000 v -10.000000 2.000000 0.000000 v -10.000000 3.000000 0.000000 v -10.000000 4.000000 0.000000 v -10.000000 0.000000 0.000000
As can be seen the ordering is jumping all over the place instead of sorting properly. I have tried with 'Keep Vertex Order' and without, it makes no difference.
The only way I can get the sorting to work properly is if I select each Vertex individually and sort it using Selection on that one Vertex to push it to the front, then select the next, repeat, etc.. Obviously this is a ridiculous way of doing it and will take a very long time!! Am I missing something here, as it seems to me that the sorting is broken?
Is there a way that I can write my own script or rewrite the current sort script to sort the Vertices properly from within Blender, Or am I going to have to write a program to parse through the .obj afterwards to fix this? i.e. ascending X, then ascending Y, like this...
v -10 -10 0 v -10 -9 0 v -10 -8 0 v -10 -7 0 ... v -9 -10 0 v -9 -9 0
Reason for this being to read the .obj and create a continuous triangle strip for rendering which, in the current format, is impossible without sorting first.
I have searched many forums and found a few similar cases, but with no answers, at least none that have understood the question.
I should point out that the mesh is a plane, x & y coords all at integer values, basically a grid. It's a basic floor mesh!