Assume, i had an arbitrary mesh object. Now i want to completely change (simplify) the mesh topology without loosing too much of the original object shape.
So, what i want, is more or less something like a retopo in 3D space…
And this is, how i guess it could be done in principle:
I would create a much simpler object, i.e. an UVSphere.
Then i would scale up the UVSphere until my original object fully fits inside the Sphere.
Now i would press a button (well i’m lazy…) which shrinks the UVSphere in such a way, that (after some heavy calculations…) the vertices of the sphere get moved to places along the surface of my original object, such that “the topological difference between the original and the copy are minimized”… In other words, the deformed sphere looks as tight as possible like the original (which includes that the sphere vertices not only get mapped to the surface of the original like retopo does, but also moved along the curvature, so that the “vertex density will be related to the original objects first derivative”, in other words, place more vertices where the original surface has more spikes, so that the surface approximation can be optimised…
If the original contains holes, the copy would simply “close” them (so the spherical topology is preserved on the copy) , thats ok and even wanted…
I guess, such a script could be created. Maybe there is already one available ?
So any tips/hints/pointers to already available solutions or howto make such a script would help.
thanks a lot in advance.