This has really stumped me. I've been trying to get successful iClone mesh 'imports', ones that have come from Blender as 'mirrored'.
When I first tried importing such mirrored mesh I noticed weird shading and part of the mesh is transparent. - It doesn't behave at all like *real mesh*. So after a couple of days of digging around and trying all sorts of approaches, I've all but given up.
I've tried to get a definitive online answer on how to "convert" mirrored mesh into *real mesh* but no go. Even attempting to do it 'manually' rather than with Blender's 'Control-M' approach. So I position the mesh to it's equivalent negative co-ordinate value (ie: if it's X = 100 units, then I make the duplicate minus 100 units) and this in conjunction with a minus 1 scaling on the appropriate axis. But this didn't work as I got the same results. In the end I *round-trip-exported* in OBJ format out and back from Blender and only then (when positioned), would I export as FBX to iClone. Although this solved the shading and half-missing mesh issue, it presents a new problem. You no long have proper tessellation control. *Any* amount of tessellation and it's like an explosion in a mattress factory, and this seems linked to the OBJ formatting. And iClone itself doesn't allow for negative scaling. Sketchup does, and I've gone that way in the past, but I wanted to stay in Blender with Quad faced mesh.
Surely there's a simple way of generating symmetrical ('non-attached) mesh in a way that allows you to sculpt one piece and duplicate it for use as the other. I'm probably missing something very obvious. Anyone have any thoughts on this?
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Please be patient with me ..... I don't always 'get it' the first time 'round - not even the 2nd time! :( - yikes! ...
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