17
$\begingroup$

When you look in the mirror you see your face flipped left to right. What you don't see is your skin turned inside-out. That would be horrific! Now if we take the gorgeous Suzanne (Monkey) and tab into Edit Mode, and then enable the Normal direction indicators:

enter image description here

we see all faces and vertices are facing outward:

enter image description here

Now, if I chop off half of the mesh, set the Pivot Center to 3D Cursor:

enter image description hereenter image description here

and select all A. Then duplicate shift+D and mirror ctrl+M along the X axis, the faces and vertices on the mirrored half are facing inward:

enter image description here

This could be a programing error, or a bug, or maybe theres a very good reason for it. It can be quite irritating to have to keep flipping the Normals:

enter image description here

I know that the Mirror Modifier doesn't have this problem, but what about ctrl+M, can anyone please enlighten me on this?

$\endgroup$
2
  • $\begingroup$ Very interesting, in emulating this, I noticed that if you mirror on the combination of any two axes the normals don't flip. Tick all 3 and it flips again. -- Also, doing this in object mode preserves the normals. $\endgroup$
    – iKlsR
    Commented Jun 15, 2013 at 23:42
  • $\begingroup$ somewhat related: blender.stackexchange.com/questions/1020/… $\endgroup$
    – iKlsR
    Commented Jun 15, 2013 at 23:43

1 Answer 1

11
$\begingroup$

The mirror tool (CTRLM) actually inverts the model by scaling it -1. This will flip the model, but will also invert the normals.

Here's what the docs say:

The mirror tool in Edit mode is similar to Mirroring in Object mode. It is exactly equivalent to scaling by -1 vertices, edges or faces around one chosen pivot point and in the direction of one chosen axis, only it is faster/handier.

I'm not exactly sure what the mirror modifier is doing, but I'm assuming it copies the vertices location along the axis and puts it in the negative location. Here's what the docs say:

The Mirror modifier automatically mirrors a mesh along its local X, Y and/or Z axes, which pass through the object’s center (the mirror plane is then defined by the two other axes).

$\endgroup$
0

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .