On Saturday 10 September 2005 18:42, Andy Ross wrote:
> It's hard to fix.  When you mirror a mesh, the winding order of
> all the polygons gets reversed, which means their normals change
> direction.  If the mesh is stored in an optimized format (strips,
> fans, etc...) then it needs to be broken down and re-optimized.
> Big mess.
>
> It's not something that blender can't or shouldn't handle, but it
> *does* interact in weird ways with the geometry representation.
> I sympathize.

Isn't that where the "flip normals" feature comes in handy?
I don't remember having any problems when I mirrored meshes in Blender for use 
in FG but it was a while ago.

Paul

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