Hello again!
I’ve written out a tool to take any asymmetrical mesh and generate a copy of itself mirrored (flipped) across the input axis WITHOUT compromising the vertex order. This is useful for generating “left” and “right” blendShapes without having to model both sides.
The first version of the script was a tutorial I followed which solved only for blendShapes (utilizing the base mesh pre-blendShape to determine what the differences were between the “left” and “right” sides).
The second version of this script now solves for any mesh. Assume that there are NO tweaks/local coordinates are 0 0 0 on each vertex. (IF tweaks are assumed, this tool works 100% of the time)
I’ve run into a bit of a haggle. I’m looking for differences in verts based on distance, however this is not always accurate due to the shape of the sculpt. My tool puts all the asymmetrical verts in the positions of the flipped side, however it does not know which vert should go there. Therefore, you can get tangled topology. So it works, but is not 100% foolproof.
My question is: Has anyone come up with a solution to find a connection between asymmetrical verts that does not look for closest distance?
Thanks!
EDIT:
Currently viewing abSymMesh by Brendan Ross