Rotational Symmetry

    Winterhome

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    X, Y, and Z "columns" around which rotational symmetry is applied.

    One would select two planes of symmetry like normal, but then press a checkbox between them to turn it into Rotational Symmetry, and input a number for the number of steps at which construction is rotated. Either that or one would select an axis protruding from the face of whichever block is selected.

    For placement of objects in odd numbered symmetry steps, the game rounds block placement to the nearest whole position integer.

    Oddly numbered rotation steps would likely be impossible to decorate en masse, so this is more of a "building guide" type suggestion - you clean up your mess and decorate via normal methods after the main object shape is finished.
     

    Darkkon

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    • Legacy Citizen 3
    I'm not quite sure I understand what you mean by rotational symmetry. Do you mean it creates a circle or something? or is it similar to the Mirror Cubes option?
     

    Winterhome

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    I'm not quite sure I understand what you mean by rotational symmetry. Do you mean it creates a circle or something? or is it similar to the Mirror Cubes option?


    the standard recycling symbol is a good example of what I mean
     
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    Darkkon

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    • Legacy Citizen 3
    so similar to the radial symmetry in Kerbal Space program?

    If you havent played, you specify the number of symmetries and it places the object evenly that number of times around the axis of symmetry.
     

    Jaaskinal

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    • Legacy Citizen 4
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    I think simply stating the axis of rotation would be simpler than explaining both planes.
    X, Y, and Z rotation sets instead of XY-XZ, XZ-YZ, and YZ-XY
     
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    NeonSturm

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    • Legacy Citizen 5
    Good, but you need symmetry for:
    1. 180°
    2. 90° ?extra?
    3. 270° ?extra?
    4. anything inbetween?
    The UI work will not be as easy.
    How would you like it to be? (just draw boxes in paint or gimp).