Evaluate mesh vertices by vertex number

I need to evaluate some specific vertices of a mesh (i need the normals). The evaluate mesh component adresses the vertices by “parameter”. As the input mesh will be morphed to a different position i want to adress the vertices via “vertex number”.
Is there a component to adress some vertices of a mesh via vertex number and output their normal?

While I have no idea about a related component … that’s elementary via code. But what “some” means? A random collection of indices? A predefined collection of indices? Some sort of proximity to something? Some Recursive search? Some other rule/thing?

found a workaround:


any better ideas?

“some” simply means a group of specific vertices defined by their number. For example vertex numbers “1,2,5,12,28, …”

Notify if you think that a C# that does that could be useful to you.

but i have no coding skills …

Well … that would be like a black box with a red button: the only thing that you should do is to press it (But if you want a different indices policy (other than the prefefined one) … well … that could require some simple mods).

Anyway: get the attached;

Mesh_VertexNormals_EntryLevel_V1A.gh (143.2 KB)

How it works (obviously you don’t need to know anything about code):

  1. There’s 2 modes: a random one and an one that accepts an user provited indices Tree.
  2. Prior anything it checks each Mesh in the mList for disjoined pieces (plus it combines identical vertices). If some Mesh fails is excluded from the mList. If after that there’s no valid mList the C# stops.
  3. The output of 2 is the work Mesh List.
  4. If mode 2 is picked AND the user indices Tree has a mismatch (1:1 branches et al) VS to that work List … then mode 1 i(demo) s selected. Spot that the demo Mesh appears to be one … but in fact is 8 disjoined Meshes. This means that you may start with, say, 10 Meshes and end up with 66.

As usual with all my Mesh related C# stuff indices are MTV based (and NOT MV). MTV stands for Mesh Topology Vertices and MV for Mesh Vertices.