As per title, I see that the Mirror Modifier keeps the original mesh, and I couldn't find an option to erase it.

The Flip option does not seem to work.
enter image description here

Tried to enable/disable all those nice XYZ in any possible combination, but didn't work.

For now, the only solution seems to convert to mesh, but I would like to avoid it.

  • 1
    $\begingroup$ to flip a mesh press S/(axis)/-1, or Ctrl M + axis. I'm not sure this is what you want though... $\endgroup$
    – moonboots
    Commented Oct 5, 2021 at 14:41
  • $\begingroup$ or just rotate by 180 degree on any axis you want.... $\endgroup$
    – Chris
    Commented Oct 5, 2021 at 14:49
  • $\begingroup$ flip does only work with bisect checked...here is the explanation: docs.blender.org/manual/en/latest/modeling/modifiers/generate/… $\endgroup$
    – Chris
    Commented Oct 5, 2021 at 14:50
  • $\begingroup$ so in your case R Y 180 should work -> before, just delete your mirror modifier $\endgroup$
    – Chris
    Commented Oct 5, 2021 at 14:51
  • 1
    $\begingroup$ Rotating a mesh by 180° won't mirror it though $\endgroup$
    – Gorgious
    Commented Oct 5, 2021 at 15:22

2 Answers 2


You can do it with this sequence of modifiers ..

  • The Hook is of all vertices to an Empty, scaled to -1 in the mirror axis, after binding.
  • The Solidify is with 'Thickness' 0, no 'Rim', 'Flip' -ped normals
  • The Weld gets rid of the shell created by the Solidify

enter image description here

The second 2 modifiers are just to restore outward-facing normals.

There's probably a better way.. Geometry Nodes can do it too, but I don't think you can flip normals, in those, yet?

enter image description here

  • $\begingroup$ Instructive answer, thank you! However for some reason it's not working lol. $\endgroup$
    – PolyMad
    Commented Oct 5, 2021 at 17:40

Mirror + Mask

  1. Create two vertex groups all.R and all.L, and assign all geometry to either (here I start with a right side so I assign all geometry to all.R).
  2. Add a Mirror Modifier. By default, Data > Vertex Groups option is enabled, and so data from each vertex group with .R suffix will be moved to .L suffix counterpart for created geometry, vice-versa for .L -> .R. Disable Merge so that no geometry is shared between vertex groups.
  3. Add a Mask Modifier; specify which side you want to display (in my example all.L).
  • $\begingroup$ See? I told @PolyMad there was a better way! :D (You can tell I don't do much trad. rigging and skinning) I feel I should delete my answer, really... $\endgroup$
    – Robin Betts
    Commented Oct 6, 2021 at 11:29
  • $\begingroup$ @RobinBetts I think it's always nice to have alternatives. $\endgroup$ Commented Oct 6, 2021 at 13:06

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