Advanced Member alvordr Posted January 10, 2013 Advanced Member Report Share Posted January 10, 2013 Is there a way to move the symmetry plane in the Voxel room? I have an object that, for some reason, has it's symmetry plane way off into space. Quote Link to comment Share on other sites More sharing options...
Psmith Posted January 10, 2013 Report Share Posted January 10, 2013 Try using the "To global space" command from the "Right-click" voxel menu. Greg Smith Quote Link to comment Share on other sites More sharing options...
Advanced Member David Schoneveld Posted January 10, 2013 Advanced Member Report Share Posted January 10, 2013 or unlock the symmetry plane (in the "s" menu) then mouse over geometry and hit "tab" that will move the plane to wherever the mouse is. Its not perfect for mirroring but it might help. I think Greg's answer might be a better solution. 2 Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted January 11, 2013 Author Advanced Member Report Share Posted January 11, 2013 "To Global Space" worked. I don't know why I didn't see that before. Sorry. I hate it when I miss something like that that I can answer myself. I just didn't notice it. Quote Link to comment Share on other sites More sharing options...
Advanced Member Pix Jigsaw Posted January 11, 2013 Advanced Member Report Share Posted January 11, 2013 I'm glad you asked the question. I always learn a lot reading other people's questions and the answers that are provided. Quote Link to comment Share on other sites More sharing options...
Advanced Member popwfx Posted January 11, 2013 Advanced Member Report Share Posted January 11, 2013 Does this happen with the symmetry plane because 3DCoat places it in the center of the bounding box of the object and not on the origin? I assume that is what the "No center snap" does when importing-- maybe we could ask for a feature request to make it ON by default? I mean if we are importing existing models to work on, I think we know well enough to place our objects on the origin. I really don't get the idea of using a bounding box for symmetry - maybe that is more useful when sculpting something out of nowhere? But if that were the case I think I might still start with a primitive on the origin and then turn symmetry on at the origin.... Also, I find the symmetry plane's size to be arbitrary, sometimes it is much smaller than the object - why is that? Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted January 11, 2013 Author Advanced Member Report Share Posted January 11, 2013 In this case, I was creating my model from scratch as a Voxel, so there was no placing of the pivot point at the origin. I'm not even sure how the symmetry plane got offset in the first place. Quote Link to comment Share on other sites More sharing options...
Advanced Member David Schoneveld Posted January 11, 2013 Advanced Member Report Share Posted January 11, 2013 BTW don't feel bad that you didn't know about "To Global Space" I've been using 3DC a while and I didn't know about it until Greg said so. There are SO many things that a little tricks hidden. Seems like the "To Global Space" should be in the symmetry menu as well. Quote Link to comment Share on other sites More sharing options...
Psmith Posted January 11, 2013 Report Share Posted January 11, 2013 Yes, I agree, "To global space" should be in the symmetry panel. Greg Smith Quote Link to comment Share on other sites More sharing options...
Advanced Member popwfx Posted January 12, 2013 Advanced Member Report Share Posted January 12, 2013 Does this happen with the symmetry plane because 3DCoat places it in the center of the bounding box of the object and not on the origin? I assume that is what the "No center snap" does when importing-- maybe we could ask for a feature request to make it ON by default? I mean if we are importing existing models to work on, I think we know well enough to place our objects on the origin. I really don't get the idea of using a bounding box for symmetry - maybe that is more useful when sculpting something out of nowhere? But if that were the case I think I might still start with a primitive on the origin and then turn symmetry on at the origin.... Also, I find the symmetry plane's size to be arbitrary, sometimes it is much smaller than the object - why is that? is my assumption here correct? Quote Link to comment Share on other sites More sharing options...
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