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So all of Blender's mirror functions are axis mirroring.

I only know point mirroring / point reflexion from math in 2D. In 2D it's equal to a rotation of 180° around a chosen point.

Is there any way to do it in blender in 3D? Is point reflexion even possible in 3D?

EDIT: After putting more thought into this, it seems I'd need to mirror each point on the closest point on a surface similar to the object itself.

EDIT2: I played around with some python and vector math, but the results where horrible, so to say. It seems that this is not (easily) possible, except when splitting the mesh into several objects.

Top: standard mirroring

Bottom: Imagined point reflexion (made manually) Top: standard mirroring Bottom: Imagined point reflexion (made manually)

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  • $\begingroup$ I'd say that mirroring means rotating object on 180d. around chosen point so what is done with the top mesh on the image. Anyway, it may be worth trying to use Array modifier to "mirror" it (actually repeat) as you showed in the bottom part of the image. Note that object's origin should be placed accordingly (just like for nearly any modifier). $\endgroup$ – Mr Zak Dec 29 '15 at 10:57
  • $\begingroup$ The bottom one isn't just repeated. Look closer. Bottom-left: smallest part on the right side. Bottom-right: smallest part on the left side. $\endgroup$ – bortran Dec 29 '15 at 11:01
  • $\begingroup$ Yes, they differ. It seems it's not the best angle of view on the screenshot for that so to see the difference. $\endgroup$ – Mr Zak Dec 29 '15 at 11:12
  • $\begingroup$ Yeah, sorry for that. $\endgroup$ – bortran Dec 29 '15 at 11:18
  • $\begingroup$ Of course point reflection is possible to do, I don't think anyone has implemented any tools to do it in blender yet. $\endgroup$ – sambler Dec 29 '15 at 13:11
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Blender allows you to manipulate center points instead of the whole objects.

Set Manipulate Center Points, then mirror the objects: the geometry will not change.

CAVEAT: Since it will manipulate individual origins, you have to separate all the components of your model before mirroring.

manipulate center points

If you want to "reverse" the order of the object, set Pivot Center to Bounding Box Center, then mirror the objects along the desired axis.

Before mirroring pivot center relative to Bounding Box Center

After mirroring pivot center relative to Bounding Box Center

Shortcuts for these examples

Toggle Manipulate Center Points: Alt + ,

Set Pivot Center to Bounding Box Center : ,

Set Pivot Center to 3D Cursor : .

Mirror along X-Axis: Ctrl + M, X

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  • $\begingroup$ This comes closest yet, still I need to split my mesh into several objects. Well, it's probably not possible to do. $\endgroup$ – bortran Dec 30 '15 at 12:36
  • $\begingroup$ Try to split by Loose Parts (edit mode > P > By loose parts): it will separate the mesh in its unconnected parts $\endgroup$ – parameciostudio Dec 30 '15 at 14:23
  • $\begingroup$ Yeah, that works. But I'd wanted it for a closed surface, this is where it would come in handy. $\endgroup$ – bortran Dec 30 '15 at 17:29
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I'm not sure about what you want to achieve, but if you wish to mirror a mesh respect a different axis then global X, Y or Z, you can use the "mirror object" option of the "mirror" modifier, specifying (eg) a plane (place it in the scene as if its XY surface was a real, infinite mirror): the Z axis of the plane will be the "direction" of the mirroring.

eg:

enter image description here

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