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I'm trying to mirror an object like this (see picture) such that the mirrored object behaves exactly like it would using the Mirror Modifier - that is, mirrored transforms and mesh. Currently I have achieved this using drivers and linking mesh data. But can it be done by not using drivers - either by modifying the Mirror Modifier itself, or creating a custom modifier, or by linking a modified source object data, or any other method?

I'm really grasping at straws because I have no idea about the directions this can go in.

PS: Note that using the array modifier with an object offset is no good since it needs the transforms to be applied.

PPS: You can suggest an Add-on if you know any.

Mirrored Sphere

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  • $\begingroup$ maybe you want to do a center point symetry (there is no such functino integrated I think) ? I don't really understand why you want to do this... You may use animation nodes, by substracting some vectors, it can be done pretty easily $\endgroup$ – Pascal Nardi May 23 '17 at 8:59
  • $\begingroup$ @PascalNardi: I don't know animation nodes. Okay, I will look into it. I'm writing a script to generate a procedural scissor lift and I once I have made one zig-zag ladder strand, I want to mirror it in the X and Y to get the other strand of the ladder. This can only be done by flipping it twice as mentioned, and obviously I want the location and mesh mirroring the source. $\endgroup$ – Log May 23 '17 at 9:47

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