Table of contents
- Overview
- Features
- Videos
-
Usage and tips
- Tip: How to keep a copy at the original location
- Texture modes
- Version history
Overview
Symmetries can be found everywhere when building stuff, for instance in avatar parts, clothing and buildings. FURWARE mirror aims to be a very easy-to-use and complete object mirroring tool which makes it an indispensable tool for many creators.
The script is available as a freebie/demo version (limited to linksets with up to 5 prims) and as full version without this limit.
There are currently a few known limitations:
- The orientation of some prims will flip so that flexible objects may change their orientation. Also, the flexible attribute will be disabled when mirroring.
- It is currently impossible to mirror mesh objects (see for instance http://jira.secondlife.com/browse/CTS-581).
- Torii/Tubes/Rings that have non-integer revolutions and shearing activated at the same time cannot be mirrored correctly.
Note that the best results can only be achieved on objects for which you have full permissions. The script may also not be able to fully align textures which are stored inside of the prims' contents.
Always make a BACKUP of your object prior to using this script!
Features
- Works on whole linksets
- Mirror along a principal axis or using a mirror object
- Several texture alignment modes (some require full object perms)
- Handles linksets containing sculpties
- Retains object creator (works in-place on the object)
Videos
Usage and tips
To use it, put the script into the prim or linkset to be mirrored. A dialog will pop up where you can choose several functions. You can either directly choose an axis along which to mirror the object or you can rez a "mirror object" and choose "Select mirror" in the dialog to use that as the mirror axis.
If you have questions or suggestions, feel free to send a notecard to Ochi Wolfe (ochi.wolfe) at any time.
Tip: How to keep a copy at the original location
You might wish to keep a copy of the object to mirror at the original location (especially when using a mirror object). You can do so rather easily.
When you have shift-copied your item, leave it selected and press Ctrl-Z (or select Undo from the Build menu) to move the selected object back to its original location. The two objects will now be exactly at the same position with one of them still selected. Now simply put the mirror script inside of the contents of the selected object and use it as usual. You'll have a perfect copy of the object at the original location.
Texture modes
There are a few different texture alignment modes available. Not every mode is suitable for every use case and every prim shape. Try them out on some objects to get a feeling for the different modes.
Important: If you don't have full permissions for the object and textures, only the modes 6 and 7 will be available.
Shameless advertisement: The following pictures were taken with the help of FURWARE peek to achieve consistent camera orientation throughout multiple screenshots. Check it out! Now!
Mode | Picture | Description |
1. Flip V, invert rotation |
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The default texture mode. Tries to simulare true mirroring of all surfaces. In particular, textures will appear flipped. |
2. Flip U & V, invert rotation |
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This is kind of a "fake mirroring" mode. It yields a texture rotation similar to true mirroring but does not mirror the textures itself. Works well on simpler shapes but might yield more unexpected results with complex shapes. |
3. Flip U & V only |
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This mode attempts to retain a texture appearance similar to the original object while still mapping textures to faces like with true mirroring. The outcome depends heavily on prim type and face shapes. It works quite nicely on simple shapes like the cube. |
4. Invert rotation only |
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The modes 4 and 5 are rather modes just to include the rest of possible permutations of flipping and rotation inversion. There might be rare cases where these do something useful, but it heavily depends on the use case. :) |
5. No flipping or rotation |
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6. Only attributes (color, glow, ...) | (none) | If you don't have full permissions on the object or the textures, you might not be able to have the script align textures automatically, but you might still be able to adjust and remap other attributes like color, glow, shininess, bumpiness, mapping mode. This mode leaves the textures alone and only remaps these attributes as if the object was mirrored. You might be able to adjust the rest manually afterwards. |
7. No changes to any faces | (none) | All attributes will be left as they are. This mode might not be the most useful, but I wanted to include it for the sake of completeness. |
Version history
1.2.1 (2012-05-15)
- Fixed erroneous mirroring of prims with revolutions (as good as technically possible).
1.2 (2012-05-12)
- Slice attribute now supported.
- Mirror objects now work when they are more than 10 meters away.
1.1 (2011-06-13)
- Works better with large linksets
- Improved speed
1.0 (2011-03-06)
- Initial release