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Mirror Option?


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-FHA-Frodo
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#1

Posted 01 September 2006 - 01:29

I am building a model... as most of yiou know, it is easy to build half of one, and then mirror it so that you get a perfect simetrical model... does breathe have a MIRROR option?
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#2

Posted 01 September 2006 - 03:57

Points>Transform 2D> Mirror on X or Y

JdB
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#3

Posted 01 September 2006 - 12:14

Or you could use the buttons specifically designed for that purpose:

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Chris Death
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#4

Posted 01 September 2006 - 13:44

I'm just wondering why this is posted in troubleshooting? Posted Image

IMHO it's more related to: O2 MODELLING

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#5

Posted 01 September 2006 - 15:34

When I use those keys above, it just creates a mirror image of the object in the same place... not on the opposite side of the center. .... so if I had a wing that was at X+10... then teh mirror object should be created a X-10... that way, you can create 1/2 of the object on one side and then mirror that image on the other side..... hmmm... Anim8tor has this option, and I thought that Breate might also. Posted Image
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#6

Posted 01 September 2006 - 16:28

Frodo @ Sep. 01 2006,17:34)]When I use those keys above, it just creates a mirror image of the object in the same place... not on the opposite side of the center. .... so if I had a wing that was at X+10... then teh mirror object should be created a X-10...

[RTM]

If Anim8tor has a .3ds export option then you should keep working in that program, modelling in most 3rd party programs is easier then O2, and the mapping is a downright disaster in O2 compared to programs that support UVW mapping.

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#7

Posted 01 September 2006 - 16:31

yep i agree with Jdb, o2 is too old now, and it doesn't have great tools, like:

- a real mirror tool
- extrude, bevel, collapse tools

etc.




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#8

Posted 01 September 2006 - 17:27

Or you do it that way:

You create your wing but already at it's supposed position
(not in center ):

Posted Image

Then you select it, copy and paste it.

Now you go to points, rotate and rotate it 180 degrees on
Y-axis and enable the check-box: apply to all animations:

Posted Image

Now it should look like this:

Posted Image

Does this help you more? Posted Image

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#9

Posted 02 September 2006 - 17:02

Excellent! Posted Image
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Nephilim
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#10

Posted 02 September 2006 - 17:57

mirroring is realative to the pin

set the pin  [c] and lock it [shift]+[c]
then mirror (eg via buttons)
note that mirroring inverts face direction
select the mirrored object and press w ( i think)

also mirroring doesnt "duplicate" the object.
select the native object, copy, paste then mirror, invert
done


saying o2 is old is pretty "stupid"
it servers it purpose, its very spartan in its functions.
but at the end it doesnt matter with what tool you make your models. Only your abilities limit you


if you cant handle such a simple tool like oxygen you think you will handle protools like maya/max/XSI?
Posted Image

also uv mapping is possible in o2.
but instead of having a uv editor you split the geometry itself
(which you basically do in a uv editor anyway)
lay it out take a screen shot, apply it, assemble the geometry


sorry if may sound harsh (had a bad day :P)

@chris "apply to all animations" means rtm based animations Posted Image





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#11

Posted 02 September 2006 - 19:06

Quote[/b] ]@chris "apply to all animations" means rtm based animations


Well, i didn't know that neph

but not selecting it makes the rotation in place while
selecting it makes the rotation in relation to the center.

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#12

Posted 02 September 2006 - 20:50

yar but the center of the rotation is always the pin Posted Image

try it

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#13

Posted 02 September 2006 - 22:49

saying o2 is old is pretty "stupid"
it servers it purpose, its very spartan in its functions.
but at the end it doesnt matter with what tool you make your models. Only your abilities limit you


if you cant handle such a simple tool like oxygen you think you will handle protools like maya/max/XSI?
Posted Image

also uv mapping is possible in o2.
but instead of having a uv editor you split the geometry itself
(which you basically do in a uv editor anyway)
lay it out take a screen shot, apply it, assemble the geometry

Yep, too bad all examples you gave take at least twice as long in O2 as they do in any of the other programs.

Extrude, Bevel, Grow, Shrink, Loop, Ring, Chamfer, Weld, Tesselate, etc cut down considerably on the time it takes to model things. O2 is not old, O2 is limited.

UVW mapping is the same as disasembling the model, but you don't have to put it back together afterwards.

As you say, "Spartan". OFP addons would be better and available faster if O2 had even half these functions (and especially UVW mapping) available.

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#14

Posted 03 September 2006 - 08:17

"faster availabilt" you say? hmmm...
it depends how goog you can use your tools Posted Image
and how precise you work.

even if you use maya or MAX and have to fix your model 5 times to get it right some folks might be quicker doing that in oxygen Posted Image

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#15

Posted 03 September 2006 - 11:54

"faster availabilt" you say? hmmm...
it depends how goog you can use your tools Posted Image
and how precise you work.

even if you use maya or MAX and have to fix your model 5 times to get it right some folks might be quicker doing that in oxygen Posted Image

Well of course, when discussing tools you must consider the knowledge level required to use that tool. MAX is not for the faint hearted, it takes longer to learn, but in the long run it is better to invest time in it, because it is an industry standard tool, and it's format(s) are supported by almost every game in existence.

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#16

Posted 03 September 2006 - 13:01

thats correct tho Posted Image