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I need help, tried to google and seems I do not google the right keywords.

I need the thing like mirror, but not quite.

I want to mirror specific mesh object few exact places and edit the source mesh and see it reflected 3 other places.

Mirror modifier makes one copy - I need two, and each of them placed somewhere in space. I need that I can change position of each of the "phantom" meshes.

Is there such modifier or approach?

Any ideas much appreciated,

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    $\begingroup$ To make more copies with Mirror modifier add more Mirror modifiers. Modifier depends on object origin point (if with default settings) or Mirror object (if setting it in the settings). Change these and you will control behaviour of mirroring. $\endgroup$
    – Mr Zak
    Commented Feb 16, 2018 at 19:41
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    $\begingroup$ Perhaps linked meshes can help. You can duplicate object to share their meshes by pressing Alt+D $\endgroup$
    – HenrikD
    Commented Feb 16, 2018 at 19:58
  • $\begingroup$ @HenrikD awesome, the one thing I needed. Thank you very much! $\endgroup$
    – animaacija
    Commented Feb 16, 2018 at 20:00

2 Answers 2

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We'll start with this mesh (I extruded a face so it isn't symmetric):

Mesh

Go to the object tab and add the object to a group:

Group

Now, create an empty. Go to the object tab and set the duplication to the group you just created:

Duplication

Now, to mirror the object, simply make the x-scale of the empty negative. It will become flipped. Since Blender is smart enough, the normals will be alright.

Flipped

Now, you have a flipped copy of the object that will change if you change the original. You can repeat this if you need more copies, and you can position them as you wish:

Result

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    $\begingroup$ Note that normals will look alright while actually not being. This can come up upon exporting or working with baking. It's best to apply scale which will freeze object transforms and inverted normals problem will become apparent $\endgroup$
    – Mr Zak
    Commented Feb 17, 2018 at 0:14
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Duplicate your object using Alt+G to avoid creating a new mesh. Instead the same mesh data will be used and if you edit one you will also edit the other. You can also link mesh data between objects by selecting two objects and pressing Ctrl+L. Then select Object Data in the menu that appears. Or you could go to the mesh tab of the properties and right at the top select which mesh should be used by this object.

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