Toplogy problem (symmerty)

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  04 April 2007
Toplogy problem (symmerty)

Hey guys, i am having a problem trying to set up a test heas which has been exported from 3dsmax as an OBJ.

Basically the syemmtry function is not working. I have tried to select two single faces adjcent from each other, however it states that it could not find, or set up the Symmetry with the faces i select.

I am selecting single faces, im selecting multiple...nothing works.

Is there something i am not setting up before hand in max?

I have basically cut the head from a model i was working on, so wondering if that has anything to do with it?! or maybe the options i am selecting in the OBJ dialouge box when exporting.

Yea if someone could help me that would be great. Thank you.
  04 April 2007
is the head posed..?
if not... you dont need the symmetry funktion...
  04 April 2007
The character isn't posed, the only problem is, if i can't figure out what the problem is now, if i did have a posed character then i still wouldn't be able to do it.

So for now it is ok, but thats not really the point, if you know what i mean. I kinda want to know what i am doing wrong?!
  04 April 2007
so i guess that no one has come across the problem yet?
  04 April 2007
It's really hard to say anything about this, without some visuals. Do you mind posting some screenshots, showing the head topology and the faces you did select to initialize symmetry?

edit: Maybe this is useful too:

Last edited by pd : 04 April 2007 at 11:42 PM.
  04 April 2007
I had the same problem when I tried it. Maybe it is the UVs, Are they symmetrical as well?
  04 April 2007
Do you have triangles or ngons in your model. MB handle much models with only quads.
  04 April 2007
Well...I think I had this problem too, and the only thing i did to solve it was reorient the pivot point in 3dsmax...then it works in mudbox....try and tell if it worked.
"Imagination has to be the only limitation"


  04 April 2007
Hey guys, thanks for the reply's good to see people are getting stuck into MB.

Ok well a few things really to update on

PD: those were some great video's thanks for the link

I would just like to say that i can get symmetry to work on the X, Y and Z axis. One thing i had found out and failed to recognise, that my model wasn't Center to its grid, so once i properly moved it, i was able to get Symmetry that way.

But of course if i move it, then it doesnt work which isnt great, so i tried Tanget and well yea still the same problem the Faces i am selecting aren't ajcent.

My UV's were mapped before hand, the mesh should be symetrical, And to reply to FRImasson, i do have some triangles such as the eye's of my character... in saying that this was something that i think maybe a factor. When i export from max as an obj, it doesnt matter what option i choose for the faces to tesilate...triangles, quads or polygons it seems to devide the face's into triangles. Now i think this may be the biggest problem.

  04 April 2007
I hvae the same problem, I don't know why when importing into mudbox from max it's selecting triangles instead quads. I'm exporting in quads from max.
:: cgi
  04 April 2007
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