Polymesh objects in Maya are made up of components, like faces, and edges, and such. And the king of components - the most fundamental - is vertices.
Every vertex in a mesh has a unique identifier called an ID that helps Maya tell them apart.
And it's important to understand a few things about these IDs...
Vertex IDs
The reason Maya is able to tell one vertex from another is because every single vertex in a mesh object has a unique number assigned to it called a vertex ID.
The quickest way to see a vertex's ID is to select that vertex and look up at the very top of the Maya window. The name of the object will be displayed followed by a number enclosed in brackets:
If you select multiple vertices at once AND there's no break in between those verts you have selected, it will look like this:
^ This indicates that vertices [0] to [97] have all been selected.
But if there is a break in your vertex selection - like say you have selected verts [0]-[45] and [53]-[97] - then in becomes infeasible for Maya to show you, up top, which vertices specifically you have selected, so it just trails off with an ellipsis:
If all else fails, you can always check the script editor for a read out of your selections:
You can also expose all vertex IDs for an object in the viewport by going Display > Polygons > Component IDs > Vertices.
Vertex Order
But don't worry. We don't actually have to do anything about this. Maya handles it all for you.
But consider what it would means if in a mesh with 58 vertices, you went and deleted vertex[15].
No.
That isn't allowed. There can be no gaps in the ID numbers.
Any time you change the number of vertices in a mesh object, Maya automatically reorders the vertices!
Controlling vertex order
Rarely do we care that this vertex is vertex[42] specifically and that vertex is vertex[116] specifically. What do we care what number is assigned to a vertex? It doesn't effect its functionality. One vertex is as good as any other.







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