Mirroring Meshes In Blender

Post » Sun Aug 14, 2011 12:36 pm

I'm currently working with skeletonK's Nightshade Armor, trying to replace the bare right arm on the male cuirass with a mirrored copy of the armored left arm. In Blender, it's easy to mirror the left arm with the Mirror modifier, and it can automatically mirror texture UV coordinates as well. The problem I'm having though is that if I mirror the left arm with the Mirror modifier, both the left arm and its mirrored counterpart are still essentially one left arm in terms of objects, skinning, and animation (i.e. they are a single object instead of two separate objects). Therefore, I need to mirror the left arm as a separate object - i.e. make a mirrored copy of the left arm without merging it with the original left arm mesh. After that, I'll need to somehow mirror the weight-painting for the mirrored copy to make it function as a right arm for animations instead of a left arm. Can someone tell me how to do this?
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Chase McAbee
 
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Post » Sun Aug 14, 2011 3:04 pm

1. Run the mirror modifier.
2. Select the copied arm vertices (use the B click and drag) then hit P to seperate them into a new object.
3. If the arm is rigged to the bones on the other side still, click on the right arm object, go to edit mode and look at the vertex groups.
4. For each vertex group that the arm uses, replace the L on the end with an R. eg Bip01 Forarm.L becomes Bip01 Forarm.R

That should mirror and re-rig the mesh.
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Leah
 
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Post » Sun Aug 14, 2011 4:20 pm

Thank you! Now I have another issue. Currently, the cuirass' upper arms (which are actually separate objects from the lower arms in this mesh) are bare. They use an Imperial skin texture called "footmale". I want to retexture them using the same texture as the lower arms so they'll appear covered, but I don't know the first thing about texture mapping. Can anyone tell me how to do this in NifSkope?
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Floor Punch
 
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