We have symmetry generalized to any axis and any mode, since 2.81 (closer to stress and hesitation of 2.80 than validation of Blender 3).īlender developers did not go as far, because there were other basics to improve, at that time.įor the modeller, who thought about Symmetrize feature (that was added to Blender, in 2.65, almost 10 years ago) : the fact that it became a must-have, in any 3D software package, is consecration. To me, that are 3 important points that are making Blender’s symmetry is a lot less powerful. If the input file contains polygon data, the geometric transformation is simple and will not take much time. Target format contains polygonal information. And why you would use Select Mirror instead, for such operators.Īnd Symmetry Axis can be customized without forcing to redefine object’s origin.Ī Blender user would have to symmetrize or use and apply a Mirror modifier, a lot more, do a lot more steps than a C4D user with such reliable symmetry for mesh edition. The input format in most cases contains polygonal information, but also allows you to store surface (NURBS) solid models (Solids). That is why there is no overlay in Blender. There are plenty of exceptions to this, but thats my personal take. Cinema 4d is for the young and the inept, but rich. Blender is for the pro and hobbyist with small budgets and broad needs. Blender is a flexible and programmable application. Those operators don’t work with symmetry in Blender’s edit mode. If you want to be a freelancer or work for yourself, learn Blender. Cinema 4d costs as much as a decent used car. It is very popular among hobbyists and professionals. Well according to demos, it seems that their Topology Mirror is a lot more reliable.ĭemos are using operators generating geometry. Blender has amazing tools for animation, rendering, simulation and also 3D printing.
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