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This can be done without mirroring by simply creating two unique objects and then adding a Transformation constraint to one of them. What this constraint does is allow you to map any transforms of one object to any transforms of another object. In some ways this can be easier than setting up drivers. Here, the Y location part of the constraint is inverted, ...


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Press Alt + b while in Sculpt Mode to bring up the Region Clipping tool. A box can now be drawn to define the area you want to keep visible. Everything else will be hidden. The brush symmetry will still work on the hidden parts. Press Alt + b again to cancel this mode. Note that it's not always easy to see where the edge of this region is, though you can ...


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first, add mirror modifier on the eye and add an empty .. take empty to the center of both eye ( it's the nose ) and then select or pick the empty in the modifier and choose which axis u want to mirror hope it helps ;)


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The symmetrize operation will happen on the Y local axis, your armature is not correctly oriented. You should also align your armature to the Global front view. So in Object mode, rotate your armature 90° on the Z axis, apply its scale and symmetrize again.


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At the top bar, use your mouse to scroll over , far right.. your top bar will show XYZ buttons near the end. Depending on the object's origin, select X while you're on edit mode. You should get desired results.


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For anyone who still wants to know (P.S. I did this in Blender 2.79): This doesn't fix it entirely, but.... You can remove the mirror modifier, and duplicate and then reverese the vertices onto the other side. (E.g. move 3D cursor to centre of mesh, duplicate verts, and scale along x-axis by -1 around the 3D cursor) Some of the shape keys might be close ...


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