I wasn’t quite sure what section to put this in, so I put it here.
Basically, I am using Blender 2.70 (actually trying to update an old project and bring it into 2.77). But the last thing I wanted to do was, I have a model all rigged, textured, everything. EXCEPT…somehow, a very early version had a couple facial shape keys that I lost in the version updates…no idea how it happened.
In any case, there were no clear tutorials referring to this subject in the 2.7 series, but the tool descriptions on the Blender site should have been sufficient that something I tried should have worked.
I KNOW the meshes need to have the same vertex count and topology. However…I suspect topology must include vertex indices as well?
I noted (and show below), that although both models (offset to show comparison) have the exact same vertex and face count, there is one small area where I altered the shape and added a taper to the legs. But, according to the object vertex count, both objects have the same number.
Yet the shape key transfer fails because they “do not contain same vertex count”… but they do. Is that Blender’s general way of saying that this subtle change in the look of the mesh changed the vertex indices and therefore the topology…even though otherwise they fit on top of each other indistinguishably?
Is there a way to solve this? Or do I just have to remake all of my facial blendshapes because I was stupid at some point?
Pic attached, and hopefully the .blend file too if anyone can take a look at it. I didn’t pack the textures, and there are probably a few that have additional geometry that effects file size, but the main visible layer shows the two models in question (Parrot: target) and (Parrotsmile: source).
P.S.: My .Blend file is not attaching. It is 11MB…I don’t know if there is a size limit and that is why…I cut 25MB off and didn’t pack the textures. Any advice on THAT too and I can post the blend for anyone kind enough to help a stuck learner.