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Mirroring Object In 3ds Max

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unitedkingdom
Hi,

I have been trying to mirror my landing gear and animation for the last couple of days but are having no luck at all, when mirroring in transform mode everything looks normal inside 3ds max but when in the game the gear will appear upside down. if I mirror in geometry mode the animation will completely break, does anyone have a solution to this or a workaround i could possibly use. since the landing gear is quite complex and has lots of moving parts I was hoping I could just duplicate it to make sure it is the exact same on both sides

Cheers!

Black Outline shows the duplicated gear
1696608607526.png




In sim state of the gear
1696609188562.png
#
 
When mirroring several related objects with animation, the Local and sometimes World axes of the senior and child objects in the hierarchy are turned inside out along with the mirror, most often inside out, they need to be corrected, especially with auxiliary points. The animation itself can be corrected in the graph editor or reversed directly in the Tame Slider. Also, the objects themselves are often turned inside out along with the normals.
I disassembled the hierarchy of mirrored chassis completely in parts down to individual objects, corrected them, including Reset XForm, and then assembled them with the saved animation presets and its rules.
There seem to be additional utilities and plugins that allow you to minimize the process, but I haven’t experimented.
Here is another option for restoring the normal operation of animation and objects https://www.fsdeveloper.com/forum/t...ck-i-learned-to-mirror-animated-parts.441273/
 
Last edited:
When mirroring several related objects with animation, the Local and sometimes World axes of the senior and child objects in the hierarchy are turned inside out along with the mirror, most often inside out, they need to be corrected, especially with auxiliary points. The animation itself can be corrected in the graph editor or reversed directly in the Tame Slider. Also, the objects themselves are often turned inside out along with the normals.
I disassembled the hierarchy of mirrored chassis completely in parts down to individual objects, corrected them, including Reset XForm, and then assembled them with the saved animation presets and its rules.
There seem to be additional utilities and plugins that allow you to minimize the process, but I haven’t experimented.
Here is another option for restoring the normal operation of animation and objects https://www.fsdeveloper.com/forum/t...ck-i-learned-to-mirror-animated-parts.441273/
The second option u sent seems like a viable option for me as i understand it better! i’m just wondering if this would work on multiple objects and not just a singular one. or would i have to repeat the process for each individual object on the gear
 
The second option u sent seems like a viable option for me as i understand it better! i’m just wondering if this would work on multiple objects and not just a singular one. or would i have to repeat the process for each individual object on the gear
You will still have to separate the anchors into objects to reset the position of the main part and for normalization. XForm will reset the binding itself, and if you don’t do XForm, then the original position will be remembered in the object’s memory, and even if you change the animation and configure everything as required, this “flaw” will remain in the part even after converting the model to other formats for simulators.
 
The SDK is quite specific about mirroring:
It is also of vital importance that the animations are set up without using groups or mirroring objects as - although this may work in 3DS Max - it will not work correctly once the aircraft is imported into Microsoft Flight Simulator.
 
The SDK is quite specific about mirroring:

whats an alternative to mirroring if it's not technically supported? I know i could always just animate the other side but i know i won't be able to get it exactly like the other one. i was tweaking the animation for about 2 days before i got it right and would rather not have to attempt to replicate it on the other side 😂
 
This is a condition of the software. There may be some ways to circumvent the restriction, but the effort required seems to be somewhat equal to the effort to make opposing but identical animations work similarly. You can trust that I, of all commenters, understand your dilemma, my very first addon aircraft has dual, side by side rotors that are offset 15 degrees from the vertical. They don't even call it a helicopter, they call it a synchropter and the guy that originally modelled it and sold it to me, didn't even get the animation right. That's how "funky" it is, yet it plays fine in the sim, so it is imminently possible. It might have taken me a month, but I'm sure you'll get it faster.
 
i was tweaking the animation for about 2 days before i got it right
You did it very quickly, two days is just very fast. It took two or more days to discuss the issue. You will succeed, and in a couple of days the mirror brother of the chassis will be in its place and the issue will be resolved.
 
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