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4

Point Reflection. As pointed out by @RobinBetts can achieve point reflection by using the array modifier, with offset object and the offset objects scale inverted. In this case have constrained the offset empty's location to the inverse of the original. Rotate the Mirror Object. If the object already has symmetry in X & Y The mirror object set via the ...


3

If it's point reflection you would like to achieve, with Geometry Nodes I would do it this way: Subtract the Location of the target object from the Location of the mirror object with a Vector Math node (set both Object Info nodes to "Relative", so both objects are independent from the World Origin). Multiply the difference by 2 with a Vector Math ...


3

I'm surprised the solution proposed here was not proposed. The idea is simple: Create a place and place/rotate it: this plane (or more precisely its Z axis) will be your axis of symmetry. Add a mirror modifier with this plane as the Mirror Object, and ensure that the Z axis is selected (it will take the Z axis of the plane as the mirror axis). hide your ...


3

It's annoying that, in Edit Mode, Blender's Snap To : Increment doesn't have a Snap With option, otherwise this would be more intuitive. In this case, if you have the shipped add-on '3D View: Pie Menus' activated with the 'Origins' option, you can quickly set the origin of your object to the vertices of the desired mirror-plane from Edit Mode, and the ...


2

In edit mode select a vertex to the left of your model press N to see the "Item"->"Transform" panel. Select "Global" and copy values from X field. Tab out of edit mode and in same panel subtract the copied X value from current object location. This moves the object to the left by exactly the amount needed to put the vertex ...


1

As moonboots already mentioned, it sounds like your problem's issue is that your mesh's polygons are flipped the wrong way. You can easily recalculate polygon normal directions by using the [CTRL+N] shortcut. If you wish to recalculate only selected polygons, select the desired polygons in edit-mode, than use the [RMB] shortcut to bring up the edit shortcut ...


1

I also encountered that problem while modeling my aircrafts. There are two possible solutions: The first option is to duplicate the surface where you will put the logo then separate it into a different object. After that, move or scale it just above you main object to remove intersections of meshes. you can now put the logo (make sure it has a transparent ...


1

With less Python than the other answer: From the Armature's Edit Mode, select the bones you'd like to copy to the other side. Run "Armature" > "Symmetrize". This will copy all the bone settings, including constraints— But it will not always replace the constraints' targets with the mirrored equivalents. Open a Python Console UI area....


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