Symmetry center based on object pivot point.
The symmetry system don't work properly when I'm using multiple meshs to bake each part separately. When I am exporting all separate objects together, the Substance Painter create a bounding box covering all objects, but it would be better if the symmetry center was based on a pivot point from one of the separated objects (having the ability to choose which object).
You Can now place the symmetry axis manually
I saw this *-*
They said they'd add it, back in 2014...
Pretty disappointed to only just find this out. Wasted a lot of time on a project character with minor facial asymmetrical features, throwing symmetry off my arms off enough to have the masks scrapped.
Yep, just to clarify, though this should be
1- toggleable (So world origin or pivot)
2- Per texture set
Or at least that is what I would like to have.
ADD THIS PLEASE I am waiting for this feature whole 3 years.
Can we please add this already?! There are posts as far back as 2014 asking for this feature...
I have my object offset after good amount of work. Now, I need symmetry to work and it doesn't because my object is asymmetrical on the arms. Please fix this, I'm about to jump to another program to deal with this and it is annoying.
What? Why would you do this?! I never realized symmetry was based off bounding box. I always thought Painter kept the origin at 0,0,0 like every other 3d program out there. At least add an option for using pivot points or use the 0,0,0 origin. I have a character with asymmetrical hair and the symmetry plane is in her eyeball. I need to paint the hair and face at the same time.
There is a cheat, you can make a centered box mesh to force painter to center your objects, then hide it. But this only works if you start a new scene. Adding a box to an existing file you've already started working in, keeps your meshes off center.
Any sort offset of symmetry plane would be beneficial in Painter. It should not be model source dependent as it seems to be now.
Additional i like to add that the Symmetry axes could also just orient on the 0.0.0 World coordinates. I often use the bake feature "Match by mesh name" via fbx which is great but my bake lowpoly will already have parts missing that i will mirror later (granted i could already have them active already but yeah)