|
Sweet Home 3D Forum » List all forums » » Forum: 3D models and textures » » » Thread: Mirrored furniture deformation problem » » » » Post: Re: Mirrored furniture deformation problem |
Print at Dec 16, 2025, 7:48:25 PM |
| Posted by Keet at Mar 11, 2024, 5:50:03 PM |
|
Re: Mirrored furniture deformation problem I don't know if this makes a difference but the right wardrobe in the image was already mirrored before the deformation. So when the deformation starts the right wardrobe could be seen as just a regular wardrobe like the non-mirrored one on the left. Maybe the deformation coordinate calculations should completely ignore the mirror flag and behave like it does with a non-mirrored object. My thought process is this: when the deformation dialog is started for the left non-mirrored wardrobe it's position/coordinates are passed to the dialog for recalculation according to the deformation. Then the deformed object is returned for display with the new coordinates. If exacly the same procedure is used for the right mirrored wardrobe the coordinates for that object are passed to the dialog and the exact same calculations should return the required result. My thought is that it should not matter if the object was mirrored, rotated, or whatever when it enters the deformation dialog, just that it's current coordiates are passed and recalculated as with a regular non-mirrored object. Of course I don't know the calculations behind the deformation but logically I would say that completely ignoring the mirrored flag should result in the same result as with a non-mirrored object. Just retain the flag when the object is returned from the deformation dialog. That is of course if my assumption that the current coordinates are passed to the dialog is correct. ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
|
|
Current timezone is GMT Dec 16, 2025, 7:48:25 PM |