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Miroring parts with animations (Read 1169 times)
26th Jul, 2003 at 10:46am

BWIA330   Offline
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Hey,

I was wondering if there is any possible way to miror parts with animations without rotating pivot points to ensure that they are the same when they are mirored? 

Regards,

BWIA330
 
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Reply #1 - 26th Jul, 2003 at 10:51am

Felix/FFDS   Offline
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What I've found is that - in FSDS at least - when you mirror an animated part on the x-axis, you should go into the parts properties in animation mode, and invert the "x" coordinate sign....  change the minus to a plus, or plus to  a minus.

*GENERALLY*  it's best to model, texture, then animate.



 

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Reply #2 - 26th Jul, 2003 at 1:43pm

Gerard   Offline
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Quote:
*GENERALLY*  it's best to model, texture, then animate.


Generally? Give me one example where it's not.

gh
 
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Reply #3 - 26th Jul, 2003 at 1:49pm

Felix/FFDS   Offline
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When you don't have any keyframe animations involved?

Quote:
Generally? Give me one example where it's not.

gh

 

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Reply #4 - 26th Jul, 2003 at 2:18pm

Gerard   Offline
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Quote:
When you don't have any keyframe animations involved?



Heh, well, in that case you just don't have to animate... it'd be: 1) modeling 2) texturing  Grin

I often start texturing before I'm finished modeling - and almost always regret it. You know how it goes: "Hmm, I could improve that part, but then I'd have to remap it... nah, it's good enough."

But you and I know, it never is.
 
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