Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: BrotherBryon on May 06, 2011, 07:59:44 pm
-
I have a mirrored model I'm working on and some how the center of the model has moved so when I go to apply the mirror there is a gap in between the two halves. Is there a way to fix this?
-
On 2.56:
Use the "center to mesh" or "center to geometry" option (can't remember the exact name)*, it will place the center of the object in the middle, then use the position manipulators** and place the mesh in the position 0,0,0, then cast the mirror on the x axis.
EDIT: * for this you'll need to go to object mode and look for the option in the transform part IIRC.
** for that you'll need to be on object mode and look for the x y and z position options in the toolbar to the right (press T or N to bring it up).
-
No, you'll have to align the center of the object to the place where you want the mesh mirrored. In Blender 2.49 and below, you'll have to place the cursor where you want the mesh mirrored, and then select the object and click "Center cursor". In Blender 2.5 and above, you'll have to place the cursor where you want the mesh mirrored, select the object, go the object menu, and under "Transform", click "Origin to 3D Cursor".
-
I must be doing something wrong, and I was mistaken it isn't a gap they overlap. Didn't save after applying the mirror just had a suspicion something was wrong and tested it out, still have some more left to do before I get that far. Too tired to continue messing with it any more tonight will try again tomorrow.
-
it sounds like you are transforming around the center of the mesh and you want to transform around the center of the workspace/cursor. in 2.49 , and . keys change this, i am not sure about 2.5+
-
Looks like checking the clipping option and increasing the merge limit (was set to 0) just a little within the mirror modifier will fix it when I eventually apply the mirror. Any reasons to be concerned that any one can think of?
-
Just skimming through this thread reminds me why I've not yet bothered to learn Blender in-depth. Why is it the more capable a program is, the more difficult it becomes to perform basic tasks?
-
Just skimming through this thread reminds me why I've not yet bothered to learn Blender in-depth. Why is it the more capable a program is, the more difficult it becomes to perform basic tasks?
I know what you mean, I'm still reluctant to switch solely to blender myself. Need a lot more practice which I think I'll be getting here before too long. Lots of stuff for Inferno still needs doing.
-
Looks like checking the clipping option and increasing the merge limit (was set to 0) just a little within the mirror modifier will fix it when I eventually apply the mirror. Any reasons to be concerned that any one can think of?
Small details around the centreline might get clipped with that, don't set it higher than strictly necessary. Apart from that, you should be fine.
-
The overlap was very small so a setting of 0.001 took care of it. No detail loss.
-
Have another question and didn't want to start a new thread. When UV mapping in blender if you have multiple islands of the same exact geometry, say multiple wings that are the same on both sides, do you simply stack the islands on top of each other ensuring that all the vertices's are lined up exactly or is there more involved or pray tell an even simpler method?
-
Have another question and didn't want to start a new thread. When UV mapping in blender if you have multiple islands of the same exact geometry, say multiple wings that are the same on both sides, do you simply stack the islands on top of each other ensuring that all the vertices's are lined up exactly or is there more involved or pray tell an even simpler method?
Overlaping vertex on the uv will work, this is what blender does when you UV a model and then you apply a mirror property, the mirrored faces will be overalped with the originals sharing the same space so the texture is loaded on both at the same time.
Just make sure to check your face is correctly uv mapped and with the same orientation and all that stuff, if not you might end up with a face textured backwards or something like that.
-
For future reference, in the mirror modifier options there should be 'do clipping' or something similar. This prevents vertices from passing over the axis of symmetry, and will automatically weld vertices that are located at the axis. So turn it on, and then try to drag the midline vertices towards the center. You should notice that they'll stop and merge.
-
Have another question and didn't want to start a new thread. When UV mapping in blender if you have multiple islands of the same exact geometry, say multiple wings that are the same on both sides, do you simply stack the islands on top of each other ensuring that all the vertices's are lined up exactly or is there more involved or pray tell an even simpler method?
You can do this - like Rodo said, it's what the Mirror modifier does. However, if you wanna do an AO bake, it's generally a bad idea to stack UV islands unless you're absolutely sure that the lighting is identical. If you have, say, a biplane, the top wing will be darker at the bottom and the bottom one darker at the top - if you then map both wings as overlapping islands, the AO bake will look bad.
Myself, I generally avoid overlap altogether, except for mirrored parts - since the surrounding geometry is mirrored as well, this is compatible with AO bakes.
-
Have another question and didn't want to start a new thread. When UV mapping in blender if you have multiple islands of the same exact geometry, say multiple wings that are the same on both sides, do you simply stack the islands on top of each other ensuring that all the vertices's are lined up exactly or is there more involved or pray tell an even simpler method?
You can do this - like Rodo said, it's what the Mirror modifier does. However, if you wanna do an AO bake, it's generally a bad idea to stack UV islands unless you're absolutely sure that the lighting is identical. If you have, say, a biplane, the top wing will be darker at the bottom and the bottom one darker at the top - if you then map both wings as overlapping islands, the AO bake will look bad.
Myself, I generally avoid overlap altogether, except for mirrored parts - since the surrounding geometry is mirrored as well, this is compatible with AO bakes.
Thanks that's the kind of response I was looking for.