Quote Originally Posted by Wilksha View Post
Having a little experience in the field of modeling, and using code to render that model to the screen. I see that those that are complaining about having to remake all the skins. This is simply not true if you mirror a model correctly. Hell you don't even need new assets, you can use code to flip the model into the mirrored world. A model is simply a bunch of points in 3D space with a texture map attached. To mirror the model across the horizontal plan you simple multiply by -1 therefore flipping it, as well as any textures placed on the model. the same applies to the animations. And for those skeptical about this, a model is always "placed" into existence moved to the point needed to be in, then rotated to face the desired Direction. This left handed argument about modeling issues seem mute to me.
For the argument of interactions between NPC, well, in 1.x I rarely even saw direct contact so the animations would matter too much.
I support this idea not only for the information I just gave, but also that I AM LEFTY! ~~sorry for the silly meme~~
Power to the lefties! I really hope Se can implement this without too much trouble.
Any contact in the cutscenes don't bother me as much. I can deal with either hand when interacting with others. As long as I'm standing there with sword drawn in my left hand I'm good.

And as for the mirroring goes...(memories of Twilight Princess mirrored completely just to have Link right handed in the Wii version)....well. To be honest I'd prefer dedicated animation for lefties. I'm studying Computer Animation (weeks from graduation! Yessss!) and if I've learned anything from my directors (All with dreamworks / Disney backgrounds) It'd be better to have separate animations. But with time limitations...mirroring is an option. Though they DO have until what..July? I know they have a ton of work to do until then. But I feel this would be very easy to implement in that amount of time.