The reason you're getting an overlapping mesh is because the Origin point of your object is offset from the center line of your model. The Mirror modifier uses the origin to determine the symmetry line, so to fix the overlap, you need to move the origin back to the centerline of your mesh.
You can do this one of two ways.
Method #1. Move the mesh back in ...
The mirror modifier mirrors the object around the object origin (the yellow dot in the center of the cube).
Since the origin is in the center of the cube, the mirrored half is the same as the existing geometry of the cube, and no change is apparent.
If you move the cube in Edit mode (which won't move the origin), you'll notice the cube is mirrored as you ...
" When is it useful to use mirror? "
If you can imagine placing a mirror along one half of an object, and the object appears correct, use a mirror.
Even when the geometry on both sides is mostly mirrored and differs slightly, you can edit each side individually after applying the mirror (breaking the symmetry).
For anything with symmetry:
you can ...
I've just discovered that if you mirror with the x-Axis option in the tool box, then you have to name each bone manually for both sides.
If you are rigging a human, a humanoid character or an animal, the best way is NOT to check the x-Axis option but follow the steps below:
Edit Mode, select all the bones to mirror on one side (arm, leg,
Enter edit mode then hit T to open the tools panel. under options, you will find a check box that says X-Axis Mirror. Check it.
This option will mirror actions performed on bones across the X axis. In order to set up a rig, simply give the bones a left or right side suffix (e.g. .R/.L, _R/_L or _right/_left…) and make sure the rest of the names match. Bones ...
You can use an array modifier to duplicate your object three times, and an empty rotated 120° for the offset.
The empty needs to be in the same place as the object origin for the rotation to be correct.
Now, when you edit one object, the other two will also change.
You can also add an Empty and place it where you would like the mirror to be, then set the mirror object variable to that empty. But keep in mind it is convenient to use the origin as a mirror point for most simple mirror behaviour.
I coded an 'add empty at selected vertex' script a while back, it's pretty handy.
Use one or more mirror modifiers with a mirror object.
Use the array modifier with an object offset.
Use duplifaces displaying another object.
The third option suits your problem best, here is a step by step solution.
Add a plane ad duplicate it Shift + D.
Make sure both planes point to the same mesh datablock. If necessary, set the duplicated datablock ...
Each pair of bones need to have the same name with the suffix .L for the left side and .R for the right side. E.g. UpperArm.L and UpperArm.R. In the weighting Options of the tool panel turn on "X Mirror".
You need to disable symmetry lock. It only happens in sculpt mode, the option to turn it off or on can be found under tools > symmetry lock.
Click the shaded option to disable, x by default.
Don't worry, you did nothing wrong
The mirror tool (CTRLM) actually inverts the model by scaling it -1. This will flip the model, but will also invert the normals.
Here's what the docs say:
The mirror tool in Edit mode is similar to Mirroring in Object mode.
It is exactly equivalent to scaling by -1 vertices, edges or faces
around one chosen pivot point and in the direction of one ...
Yes, this is possible (out of the box). The mirror modifier has a mirror UV option, so you can mirror either the U or V (or both) texture coordinates. So for example, you can model the left hand side of a head with the mirror modifier enabled for X and U. Then unwrap it to the left-hand side of your texture. The mirrored right-hand side of the mesh will ...
If you are using Dyntopo, then just click the "Symmetrize" button under the Dyntopo settings panel. Just make sure that the "Direction" menu is set correctly. The default is "-X to +X". If the side that you want to keep is in the "-X" direction (away from the red arrow on the manipulator) then leave it how it is. If not, change it so that the first direction ...
Create an empty at the origin of your object.
Rotate it 180° relative to the object's rotation.
Add an Array modifier to your object, and disable all offsets.
Enable Object Offset and select the empty from the list.
Using the Object Offset can be a very powerful tool
Another Solution to this would be to use a linked copy, created with AltD and rotate ...
Here I have an image with a red squiggle on one side and blue on the other. I have a plane that is mirrored and I have enabled 'U' texture mirroring on the modifier to allow the other half of the texture to appear on the mirrored side.
Depending on your mirror axis you may want to enable 'V' mapping instead.
The mesh isn't exactly symmetrical.
This behavior is intentional. Meshes which are almost (but not quite) symmetrical wont detect vertices as mirrored.This is needed to avoid problems with high-poly meshes where vertices may be very close.
To resolve the problem, you can use the Snap to Symmetry tool.
See: Mesh -> Snap to Symmetry.
This has options to ...
Composite view layers
You can take advantage of view layers and compositing. It's very flexible and collection-driven.
Create a collection with the objects that you don't want to appear in the mirror (s_vampire in this case).
Create two view layer and in one Disable the collection you created before: one with everything enabled called for example ref
You can do this destructively by scaling around the 3D Cursor. Place the 3D Cursor at the center you want to mirror across. Next, choose the axis that you want. Hit ., to set the Pivot Point to the 3D Cursor. Finally scale it by negative 1 along the desired axis.
S then X, Y or Z then -1
Try copying the pose, then pasting x-mirrored= shift+Ctrl+V.
You can copy the pose in the pose menu, right next to the mode changing button.
See the one that says Pose?
Once you copy a pose (Copy Pose) you can either paste pose or paste x-flipped pose.
Drifting from your example a bit, one other case would be when modeling cylindrical or perfectly round objects, say for example a vase. A mirror modifier would be very inefficient in this case.
Instead of manually shaping or mirroring the object you can make half the outline and Spin the mesh.
Trace half the outline with a curve or using vertices. (If you ...
I think the negative scaling is getting applied, flipping the normals inside out. Try going into edit mode on the object where the normals are incorrect, selecting everything and doing CtrlF > Flip normals.
If you want to delete all empties in the current scene, which are not used as mirror object by a mirror modifier, you can use the following script:
scene = bpy.context.scene
obs = set()
for ob in scene.objects:
for mod in ob.modifiers:
if mod.type == 'MIRROR':
for ob in scene....
Your model seems to have faces at the border between the two halves, so to Blender it looks like they are separate.
Remove these faces
make sure that the mirror modifier is above the subsurf modifier
make sure that Merge is enabled for the Mirror modifier