           creatureRenderer.renderMesh.mainMaterial = animatedMesh.options.material
           @scene().manager.addedSceneObjects()
 
+    for side in mirroredRenderingSides
+      mirrorSide = LOI.Engine.RenderingSides.mirrorSides[side]
+      @animatedMeshes[side] = @animatedMeshes[mirrorSide]
+
     @ready = new ComputedField =>
-      for side, animatedMesh of @animatedMeshes
+      for side, animatedMesh of @mainAnimatedMeshes
         # Wait till the animated mesh has an initialized creature renderer.
         return unless animatedMesh.creatureRenderer()
 


    @humanAvatarRenderer?.destroy()

    for side, animatedMesh of @animatedMeshes
      animatedMesh._updateCreatureRendererAutorun.stop()
      animatedMesh.destroy()


    texture.minFilter = THREE.NearestFilter

    # We update the map (via texture field).
    for side, animatedMesh of @mainAnimatedMeshes
      animatedMesh.texture texture
      animatedMesh.options.material.needsUpdate = true

