Symmetrize in trunk

Beveled text, symmetrized and subsurf’d.

The symmetrize operator is now in trunk, r51356.

Since the 2.64 release, I’ve been getting a few of the commits from the dyntopo branch finalized and into trunk. The symmetrize operator is a nice independent piece of code from dyntopo, much as the convex hull operator was an independent piece of the skin modifier.

Note that during the code review for symmetrize some fixes were made; hopefully it should work better with dyntopo now. In particular, there was a bug that caused small unattached faces to hang around the plane of symmetry. That should be fixed now.

Thanks to Brecht for reviewing the code.

If you find any bugs, please report them in the regular Blender bug tracker.

Development continues on dyntopo as well. Most of the work is still related to the undo system, but there have been other stability fixes and code cleanups as well. Of note is that the layer brush no longer crashes.

13 thoughts on “Symmetrize in trunk”

    1. No, that’s just the effect of turning on the optimal-draw option in the subsurf modifier (hides many of the output edges.)

  1. Mister Bishop,
    Thank you for the clay strips tool, and thank you for the dyntopo mode and thank you for symmetrize, and thank you for the skin modifier.
    You make Blender better, and help us all user-only, to work smoother.
    Thank you for all your great work.


        1. Ah, some template fun there. Pushed some more fixes, hopefully works now (gcc doesn’t show these errors, so can’t tell for certain.)

  2. Nicholas, you are IMMENSE.
    Not your habitus-=> your work for BF!!! You are truly pushing blender aloft, out of sight.
    And here I think I give little praise.

  3. I tried Dyntopo build from graphicall, but it seems it doesn’t yet do wrapped sculpting (where brush wraps to the other side after reaching some predetermined coordinates). Or at least I didn’t find it.

    This kind of wrapping is necessary for sculpting tiling meshes and tileable normal maps. It would be excellent if there were an option to limit effective work area to a square (say from -1,-1 to 1,1 Blender units) and beyond that the brush (or mesh?) would wrap to other side. Mesh itself could be larger to allow padding, if that’s necessary for tiling. Another way to do this would be to think of a plane as one continuous surface which just wraps around at the edges.

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