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Blender Mirror modifier help


JorgeMonarc
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hello so i started creating a new shirt mesh for the signature gianni mesh i have just recieved.For some reason when i use mirror modifier the mirror side doesnt seem to match the original side, i have tried rotating the body also even aligned it to the avastar male body and shirt still looks like that.Can anyone help me?

https://imgur.com/a/PrsMeHJ

https://imgur.com/a/UuRwDSI

https://imgur.com/a/7lD1Ug3

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Did you make sure your shirt's origin point is exactly at zero coordinates? Select the shirt, ctrl+A to apply Translation. Then make sure also the avastar rig is centered, select it in object mode and zero out its translate transforms (hit N to get the panel where these can be found) 

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ok so i did as you said it i got this now

im not sure about the translate transform kinda confused there

https://imgur.com/a/axO3JRf

https://imgur.com/a/8JfmmTM

https://imgur.com/a/055ubHX

 

On 3/15/2020 at 3:13 AM, OptimoMaximo said:

Did you make sure your shirt's origin point is exactly at zero coordinates? Select the shirt, ctrl+A to apply Translation. Then make sure also the avastar rig is centered, select it in object mode and zero out its translate transforms (hit N to get the panel where these can be found) 

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5 hours ago, JorgeMonarc said:

ok so i did as you said it i got this now

im not sure about the translate transform kinda confused there

This is not technically an answer to your problem but an alternative and probably better way to do it.

Two general rules when you create for SL in Blender is don't use modifiers if you can avoid them and do as much work as possible in Edit mode, not in Object mode. There are several reasons for this but in this case the two most important are that in edit mode you can set the mirror point anywhere yu like with the 3D cursor and if the mirrored copy ends up in the wrong position, it's easy to just snap it into place.

A third good rule that Optimo mentioned: when in doubt, apply, apply and apply. Apply scale, apply rotation, apply location. A mesh has two different values for each of those. I'm not sure what they're called but let's call them "relative" and "absolute". The modifiers only changes the relative ones and those do not show up in edit mode or in the exported dae file unless you apply them . They can also mess up UV mapping badly. So apply to merge them with the absolute values. (Yes, I know, this is a clumsy explanation, maybe somebody else can do better?)

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