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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.
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.