Node Editor • Mirror Node Problems

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 From:  Whiteman Dynamic (TIM_WHITEMAN)
9864.1 
Hello MoI friends,

I was wondering if anyone has been able to successfully use the Mirror Node of the Node Editor plugin? I have tried absolutely everything and it just doesn't seem to work. No matter what I try, it only seems to mirror on the X axis? I know that the mirror function outside of Node Editor requires two points to mirror on (on any axis), which makes perfect sense, but the Mirror Node seems to follow a very confusing logic that I have wasted far too much time trying to figure out. More specifically, the "MirrorFrame" function seems to ignore all inputs and only mirror on the X axis no matter what information is piped into it? I'm sorry, I have tried so many different possibilities to try and get it to work that I literally can't remember all of the different scenarios I have tried! My understanding, from the instructions are to use the "VecBy2Pts" node to enter the two points that mirror requires to mirror an object. But no matter how many times I use different axis values (X, Y or Z Point Nodes) it just ignores them and mirrors only on the X axis? Exhausting and extremely frustrating, hence me trying my best to keep my cool!

Simply put... is the Mirror node broken and if it isn't, what is the easiest way to be able to use it please?

Thank you for taking the time to read my message.

Kind regards,

Tim
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 From:  Frenchy Pilou (PILOU)
9864.2 In reply to 9864.1 
https://moiscript.weebly.com/transform2.html#mirror

Look at the second exemple : very simple...if we can say :)
I don't remember had any problem with it!
You can surely find other thing than my Vector method for the "MirrorFrame" parameter



EDITED: 4 Jul 2020 by PILOU

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 From:  Whiteman Dynamic (TIM_WHITEMAN)
9864.3 In reply to 9864.2 
Hmmm thank you Pilou, I appreciate the kind feedback.

Not quite what I was trying to achieve, as I would prefer to mirror across the center of another object, rather than a random slider amount.



I would like to be able to achieve this result, but using the Node Editor.

Thanks again! :)
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 From:  Whiteman Dynamic (TIM_WHITEMAN)
9864.4 In reply to 9864.3 
Ummm this makes no sense? Why the random angle?? Definitely not mirroring with any logical sense? lol

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 From:  Michael Gibson
9864.5 In reply to 9864.1 
Hi Tim,

re:
> I know that the mirror function outside of Node Editor requires
> two points to mirror on (on any axis)

It's not actually just 2 points that set up the regular mirror command, it's 2 points _on a construction plane_ . The regular command picks up the plane implicitly from the viewport where you pick the 2 points. So it's actually 3 things are input with the regular mirror command - a coordinate frame (origin point and x,y,z axis directions) plus 2 points in the x/y plane of that coordinate frame. It actually bundles these up as 2 things since it takes the coordinate frame's origin as the first point also.

Looking at the code for the mirror node in transform2.js, it looks like it is expecting to get a coordinate frame for the input and then it's the x-axis line of that coordinate frame that is used as the mirror line.

So to get it to mirror in some other direction that then world x axis you have to give it a coordinate frame that has its x axis direction oriented along the mirror line. I'm not sure how that is done though, there is a FrameByVecs node which takes xaxis and yaxis directions but I don't know why it doesn't also have an origin point input as well.

- Michael
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 From:  Frenchy Pilou (PILOU)
9864.6 In reply to 9864.3 


Edit : In fact that works but you must draw the line on the top Plane of the Object! (and fareaway)

EDITED: 4 Jul 2020 by PILOU

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 From:  Michael Gibson
9864.7 In reply to 9864.4 
Hi Tim,

> Ummm this makes no sense? Why the random angle?? Definitely not mirroring with any logical sense? lol

Well it's going to call the getFrame() function on what is given to the MirrorFrame input. That's located in geometry.js but I'm not quite sure what it's trying to do with other kinds of input like single vector like you're giving it. Maybe that's taken as the z axis direction of the plane.

- Michael
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Message 9864.8 deleted 4 Jul 2020 by TIM_WHITEMAN

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 From:  Michael Gibson
9864.9 
Hi Tim, you may have missed my replies above since we were posting at the same time. I think the problem is the mirror node is expecting a coordinate frame but here you're giving it a single vector. I'm not sure what it cooks up for the coordinate frame for that case but possibly something like generate a plane with that vector as the z axis, then the mirroring is going to happen in the x/y plane around the x-axis direction.

- Michael
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 From:  Frenchy Pilou (PILOU)
9864.10 
Seems there is a glitch for the X axe :)
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Pilou
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 From:  Whiteman Dynamic (TIM_WHITEMAN)
9864.11 In reply to 9864.9 
Hi Michael,

Many thanks for your kind insight. Definitely very confusing and I'm still not quite achieving the results I'm looking for despite yours and Pilou's great support.

I'll keep experimenting as you've mentioned and see if I can find a solution.

At the moment, it keeps only mirroring on the Z axis, but I'll try some different scenarios to see if I can troubleshoot it.

Thanks again, really appreciate your time and attention.

Tim
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 From:  Michael Gibson
9864.12 In reply to 9864.11 
Hi Tim, so the thing I'd be looking for is something that generates a coordinate frame object.

I'd think there would be one that would take an origin point, x axis direction, and yaxis direction but maybe that's missing right now. FrameByVecs looks close though.

- Michael
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 From:  Whiteman Dynamic (TIM_WHITEMAN)
9864.13 In reply to 9864.10 
Ahhh, yeah, I thought there might be a problem with it as I couldn't get anything to work across the X axis at all no matter what I tried.

Thanks for your great suggestions Pilou, I do appreciate your time and attention. You got slightly closer to what I am trying to achieve with the GetCrvSFrame node ;) Just can't get it to do it on the X axis!

Thanks again Frenchy Pilou! :D
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 From:  Whiteman Dynamic (TIM_WHITEMAN)
9864.14 In reply to 9864.12 
That's a great suggestion Michael, thank you! I'll give that a shot and might have to think of some workarounds. I did try a negative Scale1D in the Node Editor, but sadly it doesn't scale in the negative (X scale -1), which would've been a great solution. I'll definitely take a look at FrameByVecs though.

Tim
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