scaling to minus one problem

scaling to minus one problem

hello,
i am having a problem while mirroring a group of objects
that i put together in a folder (see scene image)

for the mirroring , i use the method of scaling to -1.00
it looks fine, but when rendered, the mirrored group appears
as if ghosted (second image).

What could be the cause ?
is there ein Herumarbeit?
(workaround)

any imput is welcome.
as you can see, i am busy already
for the 'transportation' contest...:rolleyes:

thanks in advance,
www.3-s.be
 

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Last edited:
for the mirroring , i use the method of scaling to -1.00
it looks fine, but when rendered, the mirrored group appears
as if ghosted (second image).
What could be the cause ?
is there ein Herumarbeit?(workaround)[/url]

three-s,
Why don't you use the symmetry object ?
 
symmetry possible on folders ?

hello,

thanks for the tip, but i had program blocks,
(c3d version 2,6,1) when i put a complete folder
into the symmetry tool.
(i am still at osx 10,3,9)

is that fixed in the later versions of c3d ?

then i must consider installing osx 10,4
which is required for cheetah 3 , if i'm correct ?

bye
 
thanks for the tip, but i had program blocks,
(c3d version 2,6,1) when i put a complete folder
into the symmetry tool.
(i am still at osx 10,3,9)

is that fixed in the later versions of c3d ?

A folder doesn't work with the symmetry tool.
I can't remember if there was a problem with 2.6.1. Here is a 3.4 example. You can try it with the 3.4 demo. In any case you can take all your parts and create as many symmetry objects as needed. Then move each part into the symmetry objects. If needed, then put all your sym. objects into a folder

then i must consider installing osx 10,4
which is required for cheetah 3 , if i'm correct ?

I think so.
 

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I agree. Thats how I do it. Create symetry objects for each component. Or if you want you can drop objects into each other and import children, but you loose the editablity of the individual objects.
 
Hi,
if you scale a object to -1 you actually change the winding order of the polygons. So the normals are pointing into the opposite direction. To fix that problem you have to flip the normals of the polygon objects.

Bye,
Martin
 
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