0
  1. Assume I have a cube with:

    • subdivisions width = 4

    • subdivisions height = 4

CubeMaya4x4x1

  1. I delete the 4th faces

CubeMayaHalf

  1. I mirror it

Maya2017MirrorSettings

Apply the mirror then move the offset to make sure no subdivision width is hide, next I press W to complete mirror

  1. Now my sculpt's symmetry is messed up, you see the symmetry is shift to the left (of the camera)

Maya2017 symmetry sculpt messed up

I have tried center pivot, freeze transformations. But nothing works.

PS: I got another clue: to make symmetry sculpt work properly, center pivot is not good enough, we have to bake pivot.

1 Answer 1

0

Ok, according to the clue I got: to make symmetry sculpt work properly, center pivot is not good enough, we have to bake pivot.

So before mirror the object (step 3 of the question), I have to edit the pivot point (hold D or insert then drag the pivot point). See the image below:

Here I'm in front view.

1.Hold D to make the pivot point movable

Hold D to make the pivot point movable

  1. Drag the mouse to move the pivot point the appropriate position

move the pivot point the appropriate position

then bake pivot (Modify > Bake Pivot). After that, I can mirror the cube.

6
  • Yes the pivot is not the objects origin, it because moving the origin is a rather expensive and destructive operation instead the pivot is free to move regardless of the underlying object. You can ask maya to show where the actual pivot is if you wish but not many people do that. Also baking pivot and freezing transformation are thing you should not do lightly.
    – joojaa
    Commented Dec 7, 2017 at 8:33
  • @ joojaa: so you mean I should not overuse Bake Pivot?If I shouldn't, then is there any alternative I can fix this?
    – 123iamking
    Commented Dec 9, 2017 at 4:01
  • @joojaa: About should not do lightly, what do you mean? a feature is created to be used, I think there is no reason to not use them.
    – 123iamking
    Commented Jun 27, 2018 at 9:06
  • Think of it thisway, how often would you move all the vertices of the object to reposition it, instead of just moving the transform. You should use freeze transform as often as you feel the need to move all the vertices, because its exactly the same thing.
    – joojaa
    Commented Jun 27, 2018 at 19:14
  • @joojaa: I just think that freeze transform is best to setup default value when I import the 3d model into game engine (very important for calculation in game engine). So instead of moving all the vertices (like you said above), just one click to freeze transform is a huge productivity boost - don't you think? :)
    – 123iamking
    Commented Jun 28, 2018 at 3:01

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service and acknowledge you have read our privacy policy.

Not the answer you're looking for? Browse other questions tagged or ask your own question.