View Full Version : Creating symmetry without altering the vertex number

09 September 2007, 09:15 PM
Hi there. I'm not quite what you would call a "pro" in 3ds, so my appologies if the answer to my question is something relatively easy, but I'm quite desperate :(

I've been wanting to create an elf ear morph for a figure I got in Poser. Now what this basically means, is that I import the head model in 3ds, modify it accordingly and import it back to poser. Thing is, the model HAS to come out of 3ds with the vertexes it had when it entered. Those may of course be moved around freely, but you cannot add new or delete existing ones. Because in that case it's no longer a valid model for Poser to import.

So at this moment the ear looks something like this:

It needs some finetuning, true; but I find no courage to go on until I find a solution to my problem. If I use a symmetry modifier, 3ds basicly cuts the left part, throws it out and replaces it with a mirrored copy of the right part. That of course is not at all acceptable by Poser, since whatever value I may try in the vertex welding part, it's not the vertexes I had in start.

So what I'm looking for would be a way to make 3ds -modify- the existing left ear vertexes accordingly so as to look as close as possible to the ones at the right ear. The job I would theoretically do myself all over again from scratch, but I find it pittyful to design the left ear from scratch, moving vertex after vertex again.

Any help is appreciated. Thanks in advance.

4 low
09 September 2007, 04:44 PM
not famaliar with poser, but you might want to research this script for max...

09 September 2007, 04:56 PM
Transmographier does what you need:

09 September 2007, 08:38 PM
Perhaps sculpt one ear, copy the model, on the new model use symmetry. Then on the original, add morpher and pick the copy as a target, then collapse the stack back down to edit poly or w/e. Just my idea :P

09 September 2007, 06:29 AM

your idea would suffer from the same problem that is the reason for this post
morpher moves the vertices using the vertex index - which would let the original model
go crazy when morphed to the new modelled one, cause the vertex indexes have changed....

you could try the skinwrap for this, but it would be much trial and error, i used Transmographier several times and had good results with it.....

09 September 2007, 08:19 AM
ah I see, Ive never really used morpher outside of setting morph targets for a duplicate model. One thing he could do is the old ghetto technique I used when I first started 3ds back in version 4, which is clone the model, mirror it, and use vertex snap to manually move them all the correct position, basically a "manual" symmetry.

Pain in the ass and takes forever but it works :/

although the scripts listed above seem like a much better route imo

09 September 2007, 02:44 PM
Transmographier does what you need:

Transmographier really does what I need!

Big thanks for finding this and sharing.

PS1 : Vertex Snapping sounds cool actually. But think I'll let it there ;p

PS2 : Sorry for late reply, got lost in the beauty of the script :bounce:

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09 September 2007, 02:44 PM
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