A useful little script for building symmetrical and asymmetrical blendshapes. Check for symmetry, mirror and flip polygon geometry, and much more.
Ok, not much more, but it is pretty useful.
It should be fairly self explanatory, but here goes.
Select a mesh and click "Check Symmetry" to highlight asymmetric vertices.
To use the selection mirror, mirror selected, flip, and revert functions, you must first select a symmetrical mesh and click "Select Base Geometry." You can now select a duplicate mesh with the same structure, and you should be able to use all of the functions on it. Revert, mirror, and flip work on both vertex (component) and object selections.
Uncheck "Use Pivot as Origin" to evaluate your objects using the mirror axis world origin as your axis of symmetry.
I've added more features to "Revert to Base" (RtB) in version 1.5. You can now revert vertex positions back to those of the base object with variable percentages using the option menu attached to the RtB button.
I've also added a slider that can be used to interactively adjust the amount by which selected vertices will move back to their original position on the base object. It only works on vertex selections and not entire objects (mel - or my computer - is too slow for that).
You can now specify an alternate base mesh (aBase) to use as a base object for the RtB button. Select the object you wish to use as the aBase, right click the RtB button and select "Use Selected as Base." Now all Rtb and slider operations will revert to the specified mesh. Select "Use Original Base" to use the global base object (gBase) as the revert base.
The gui's "Select Moved Verts" button will always return results vis a vis the gBase. You can use "Select Moved from Revert Base" in the RtB popUp menu to highlight the verts that have been moved relative to the aBase.
The default range for the revert slider is zero percent to one hundred percent. You can enable "Use Overshoot" in the Rtb popUp menu to expand this range to negative fifty percent to one hundred and fifty percent.
New in version 1.7 is the Operations menu. Once you select a base mesh the menu items will become enabled. Each operation requires that you select two meshes with the same topology as your basemesh. A is the first selection, B the second. The operations are as follows:
Copy A to B: The vertex offsets (relative to the basemesh) of blendshape A are applied to blendshape B. You could do this before, but it took several clicks. No longer!
Add A to B: The offsets of the vertices on blendshape A are added to those of B.
Subtract A from B: The vertex offsets of A are subtracted from those of B. This can come in useful when creating multiple corrective blendshapes (which, curiously enough, is why I added the Operations menu).