View Full Version : More Symmetry Woes...
MArll 07-15-2005, 12:39 AM Hi.
I have been working on a head in Modo. My prefered method is to work on one half and then mirror the polys at the end so that I can tweak in symmetry mode. The problem is, this seems to be far from efficient. I have provided a grab here that illustrates large portions of the model are NOT affected by symmetry [ on the X axis in this case..]
I have simply cut the face in half, mirrored then checked for unwelded vertices on the 'seam'.. and this is the result.
That's another prob. I am having. When I mirrorthe object, even though I have merge vertices checked, the vertices..well.. don't merge! Is this a know bug?
I have to manually check the model to make sure this is done...
Thanks for any help
marll
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seneca
07-15-2005, 01:07 AM
I don't really use the SYMMETRY TOOL, so I can't really help you with that, but we talk a lot about the other symmetry woes here: http://www.cgtalk.com/showthread.php?t=254546&highlight=vert.set
hope that helps...
Yeah I STILL get symmetry errors even after mirroring as well. The new symmetry tool doesn't work very well either. The only solution that seems to work flawlessly is to open up the lwo in LW modeler, delete/mirror, then load that version back into Modo. Pretty crappy work around. Symmetry in Modo is waaay better than it ever was in LW, but having to deal with these issues makes it just as unuseable as I found it to be in LW. I'd prefer to use instanced mirrors and sacrifice the ability to work on one side during the construction phase.
Symmetry seems much more reliable when you don't have to modify the vert order of your mesh - like when doing morph targets. This is fine, but I really would like to see either a full fix that I can use during construction, or another alternative like instance mirrors.
Have you also used the set position command in the vertex tools panel? Grabbing all the verts on the open seam (after deleting half the mesh), setting their position to x=0 and then mirroring works some of the time, but not always.
Nemoid
07-15-2005, 06:12 AM
yap simmetry in Modo seems to be weaker in some areas compared to Lw. i really hope this will be fixed in next releases.
notice however that to be merged correctly and to have a full working simmetry,center line points have to be in x=0 position, and also i found that using mirror tool with origin mode merges them fine. :)
StephanD
07-15-2005, 11:04 AM
Another annoying thing with Symmetry is that if you use a falloff near the middle it will act unevenly on the two sides's vertice.
I think the issue has been raised before though.
When they fix this and add pre-selection highlights that is gonna be so sweet.
Maril:Although symmetry isn't perfect,I haven't come across a situation where I had to actually leave Modo to fix it,even on a pretty dense mesh.Deleting one half and mirroring(origin) has always worked so far.
Just a guess,have you tried to mirror from the other side instead?
yap simmetry in Modo seems to be weaker in some areas compared to Lw.
No way man.
I admit it,I didn't try LW discovery for long but almost every tool I used ruined the symmetry and this was one o(if not the) first thingI checked in Modo....Yes,some legacy problems are still there,but it's not as hair-pulling as LW's Sym to me.
Nemoid
07-15-2005, 12:18 PM
if you know how to work in Lw, simmetry doesn't get lost so much as you say.
for example, use smshift wirh right click, then move new poligons with move (T)no problem. this works even in other situations.
use middle mouse button to constrain movement on axes (especially if you work with poligons and points along the centerline... and so on. i also tend to use NO centerline at all, in LW , it allows easier modelling with box modelling spin quads methods, and insert a centerline when i have to mirror the mesh.
now simmetry in modo needs some work, but i think they'll enhance it well.simmetry has to be solid IMO, and must work with every tool. this is valid for Modo and LW , BTW.
StephanD
07-15-2005, 12:27 PM
Yeah an ideal symmetry should let the user treat it the way it wants by allowing the most extreme operations without disruption.
I too sometimes don't use a centerline(see my head timelapse),it depends.
MArll
07-15-2005, 02:42 PM
I don't really use the SYMMETRY TOOL, so I can't really help you with that, but we talk a lot about the other symmetry woes here: http://www.cgtalk.com/showthread.php?t=254546&highlight=vert.set
hope that helps...
Yes, I read the thread and it has definitely improved my model thanks to your little scripts.
Very helpful indeed Seneca and much thanks! :)
webhead
07-21-2005, 02:06 AM
Trying the Modo demo version right now and find with symmetry on, it works good most of the time, however, it really does some funky things when I try to do a loop slice near the center of the object. The slice goes off in odd directions on one side. Annoying. That never happened in LW using symmetry, although in some other ways, Modo's symmetry tool seems more consistent.
Nemoid
07-21-2005, 03:41 PM
yep said the same in my thread quoted above.
in lw i can easily build a box, divide into several spans, center it, then turn on simmetry. all works fine. odd replyes about the modo behaviour instead.
lw simmetry has its problems for sure. it works only in one axis and also on one side of it too.but it seems to me more easy to use so far. :)
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07-21-2005, 03:41 PM
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