Hi Sixer.
Ok.
Let´s quote myself:
and add: ......in any other 3d-app and I have no idea to solve this mathematically ( to define wich point is the opposite one of xyz) -but that´s of course not my job.
With kindest regards
Frank
Hi Frank,
Sorry for the (much) delayed reply. The mesh that one would work with in this case would be symmetrical - or started off life as symmetrical. Wouldn't work if the mesh was asymmetrical. For example, let's use a human head mesh as an example. Let's also say that this head mesh started off as a sphere. There are the same number of polys on the left side as there is on the right side. So for every x,y,z point on the left, there is a corresponding -x,-y,-z on the other side. -OR- If one doesn't care if the mesh is actually, in fact symmetrical, then one can always implement it by using the x, y, and/or z axis and for every action done to x+n,y+n,z+n point, (assuming x,y,z is the origin where the x,y,z axis meet), the same action is done to the point x-n,y-n,z-n. That assumes symmetry is turned on for all 3 axises. If symmetry is turned on the x-axis. Then actions performed on point x+n,y,z is done on x-n,y,z.
I know one can use the symmetry modifiers/creators to take care of it most of the time. This tool will be very useful when modifying existing meshes.