Contributor Tinker Posted May 17, 2011 Contributor Report Share Posted May 17, 2011 Hello, friends. Really need multi-axis symmetry: - Necessary feature in the mass production of simple models for gamedev. - A vital feature when training newcomers. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted May 17, 2011 Report Share Posted May 17, 2011 Hello, friends. Really need multi-axis symmetry: - Necessary feature in the mass production of simple models for gamedev. - A vital feature when training newcomers. You may use Axial symmetry with Instansing. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted May 17, 2011 Author Contributor Report Share Posted May 17, 2011 Instances are needed for other things. In this case, at the junction will be seams. Сейчас попросили обучить человека по работе. Не нашел что ответить ему на впорос о том, почему нету такой элементарной и удобной функции, которая давно уже есть не будем говорить где. Показал ему как сделать это с помощью symm copy: "очень удобно" - меняем ось симметрии, делаем symm copy, он естественно копирует не нужную половину, делаем undo, rotate, to global space, потом делаем symm copy снова. Но это так, вдруг нужны свежие идеи, что бы добавить. Сам то я давно привык Quote Link to comment Share on other sites More sharing options...
Member ace63 Posted June 5, 2011 Member Report Share Posted June 5, 2011 While I did not understand a single word from Tinker I just wanted to say that symmetry across multiple axis at once and radial symmetry are strongly needed features! Quote Link to comment Share on other sites More sharing options...
Advanced Member cakeller Posted August 11, 2011 Advanced Member Report Share Posted August 11, 2011 I was about to rant about how ridiculous it was not to have it, reading andrew's post thinking how silly a suggestion to use axial symmetry with instan.... wait - instancing??? they update as they get painted? oh oh ok... I see... however - the only problem with that is that with this method you cannot paint across the boundary of the rotational symmetry. STILL it is at least a reasonable workaround until radial symmetry is complete... PLEASE tell me this is not the final solution? really I WANT multi-node painting... IOW - I want to be able to give an equation for symmetry... e.g. Brush0 = normal brush, Brush1 = Brush0 * XForm [Origin[0,0,0], Rotation[0,0,0], Scale[-1,1,1] ], Brush2 =... etc etc... this allows translation, rotation, and scale effects. not scaling of the brush, but scaling of the stroke... e.g. you paint 1:1 on the left side of the object, and maybe you want the right side to be 2:1... like a pantagraph effect. anyway... Quote Link to comment Share on other sites More sharing options...
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