todd71 opened this issue on Jun 24, 2004 ยท 10 posts
todd71 posted Thu, 24 June 2004 at 10:06 PM

-Waldo- posted Fri, 25 June 2004 at 1:58 AM
It might be the 'Hot Point' in each objects that need to re-align into same parameter for both sides.
todd71 posted Fri, 25 June 2004 at 8:33 AM
im not sure...like i said the numbers are duplicated, just negative in the number that needs to be, i think 'Y'..lol..then i locked the hot points...it renders fine, so far, so its not a huge deal i suppose...
bikermouse posted Fri, 25 June 2004 at 10:27 AM
I dunno you might try making the torso just a little bigger if you can't find the problem - Is the torso exactly centered? if it were just a little off that might account for it.
todd71 posted Fri, 25 June 2004 at 10:41 AM
well i started with the torso, then attached the right shoulder/arm...then from there duplicated with symmetry...it went to where it was supposed to go pretty much, all i did was click on the individual parts and adhust the values so they match like they should...numerically everything is lined up i believe...its just visually it still looks off... the duplicate with symmetry doesnt always work like i want it to..lol..
-Waldo- posted Fri, 25 June 2004 at 10:42 AM
The model look a little bit off. Did you use metaball with it? If yes you should replace it with sphere and scale it. Metaball modeling room is not perfected. It need some coordination fix. If it is not the problem Then I think it might be your render setting. If you do not know where it is. It is an icon with arrow next to render qualities in the assembly room.
bikermouse posted Fri, 25 June 2004 at 12:26 PM
If everything's centered properly, try rotating the problem shoulder spheroid 180 degrees about the vertical axis and recheck the XYZ positions against the other shoulder and adjust if necessary. I have these types of problems with symetry sometimes, and it's usually something simple that the program does differrently that I expect in regards to position or rotation.
todd71 posted Fri, 25 June 2004 at 1:47 PM
ill give it a try thanks...:)
VK posted Mon, 28 June 2004 at 8:22 AM
todd71, The duplicate object looks strange, because it has "reversed normals". In the interactive renderer, Carrara displays the left arm "inside out", which looks weird. In the final render, all surfaces are double-sided, and the reversed normals don't hurt. However, it's often difficult to arrange or align an object with reversed normals. In this case, you can open the object in Vertex Modeler, select the entire object, and choose menu "Polymesh > Reverse Polymesh Normals".
todd71 posted Mon, 28 June 2004 at 4:16 PM
yep that did the trick i think..thanks for your help VK..:)