The red and green lines you see are the world X, Y axes. The local axes go through the little orange dot marking the object's origin. Move your object in Edit Mode and everything will become clear:
You can add an empty in the middle and use it in the Mirror modifier to get the intended result:
Sadly this can't be done with curve's builtin bevel function yet, Mirror modifier on bezier curves acts on the generated mesh level, not directly on bezier data unfortunately.
You'll have to fake it with modifier equivalents.
Remove any native bevels you bezier curve has
Add a Mirror modifier with merge enabled
Add a Solidify modifier, set the desired ...
Simply use the Array modifier instead.
Add an empty and flip it in X and Y axis
Add Array modifier > Object Offset and target the empty
You can flip the empty either by scaling to -1 or through Object > Mirror
Yes, you can model the half of a boot and mirror it at the object's origin (orange dot) with a mirror modifier. Then just add another mirror modifier and specify another object in the modifier's settings that will be the origin for the 2nd mirroring. The object can be the character model or an Empty, for example.
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 ...
You can do several things:
You've aligned your mesh with the global axis but your object doesn't seem to be (the mirrored mesh is tilted), it's a bit disturbing, so in Object mode, apply the rotation (CtrlA).
By default the origin of the object (small orange dot) is the center of the Mirror modifier and as we can see the mesh is far from it for the moment, ...
If what you're describing is similar to the above graphic then Shade Smooth is probably not causing the problem. Either you don't have Clipping and/or Merge checked, or your model has vertices that should be zero on the X axis but aren't quite there.
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 ...
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 ...
Mirror modifier mirrors the object's geometry in it's local space, so if you select X axis and the geometry is towards the +X direction from the origin of the object it will be mirrored to the -X direction, if the geometry is towards the -X direction from the origin, it will get mirrored to the +X direction. You can change the origin point using transform ...
Create a new project and remove default cube.
Press Numpad 7 to set Top Orthographic view
Press SHIFT + A, then M, then Y, to add a cylinder
Set Vertices to 8.
Press TAB to enter Edit Mode. Then Press R, and type 22.5
Press ALT + A to deselect all vertices
Drag over the entire shape to select all vertices on top, then press X, then V to delete them.
Its caused by the subdivision modifier being used before the mirror modifier. Click and hold on the 6 dots by the top right of the modifier and drag the mirror modifier above the subdivision mod.
I am not 100% sure why having them in the wrong order makes that line appear, but changing the order fixed it for me. Also, it appears the line gets more pronounced ...
While Emir's answer is technically correct, it can be tedious to apply multiple modifiers using the Modifier's panel. Note that, for any selected object, you can also float your cursor anywhere within a given modifier's listing within the Modifier panel and press the Ctrl + a shortcut, and that specific modifier will be applied instantly. Which is nice.
So what you're doing here is using your hammer object (called Cube) as Mirror Object. The problem is that the origin of Cube is not place at the center of its geometry, so the mirrored mesh will be a bit shifted. To fix that, in Edit mode select the top and bottom vertices of Cube and press ShiftS > Cursor to Selected, then back into Object mode, right ...
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 ...
1. Why don't use Mirror modifier?
Mirror has an option "Mirror object". You can set here a central part of your plane or add an empty:
2. Linking object.
If you want to keep left a right wing separate, maybe it is a good option.
Copy one part of the ring with linking (Alt+D) then mirror it using Ctrl + M
Two objects will be separated, but geometry ...
The Mirror modifier in Blender works based off the objects origin. If you want to mirror the object as a whole you will need to go into Edit Mode and move the object off of it's origin point. Then when you use the Mirror modifier it will mirror the object on the chosen axis based on how far from the origin it is.
The normals were inverted when you mirrored your mesh. Unity has probably backface culling enabled which make the faces transparent when viewed from the wrong side.
In Blender, you can see face orientations by enabling Face orientation in the Overlays :
The front side of the faces are displayed blue and the backside are red. Blender has also backface ...
It took me hours to figure out how to do this. But I figured it out.
Step 1: Place the object you want Rotated/Double mirrored at the location you want.
Step 2: Add an empty at the point that you want the rotation to take place.
Step 3: Add a mesh to the same coordinates as your empty. Then go into edit mode and delete all the vertices.
Step 4: Add a boolean ...
Another similar option that make less distortion on mirror (metallic), but some edges on glass ... For World shader is used video texture in Environmental node > Mirror Ball ... plus video object behind.
You have overlapping vertices as you can see here (I had to disable the Proportional Editing option as it would move the other vertex):
It creates a face that stick to the mirror axis, thus the artefacts. So select all and Merge by Distance to remove all unwanted vertices.
You can mirror around a different object. For example if you select the headphone band as the mirror object it will use that to mirror around instead of the origin of your object. If there is nothing handy to mirror around create an empty and put it in the midpoint of where you want to mirror. In your case I would imagine the headphone band would work for ...
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 ...
i just tried it out - and it worked exactly how i would have expected it: yes, you can just weight paint on the one side, like everything you can do only on the one side of the mirrored object. That's why it's called mirrored....you can also just change the vertices on one side...and so on.
You can apply the mirror modifier (just in object mode):
You don't ...
Once twisted, the wires are not reflections of one another in one plane; they both wind in the same direction. If Z is along the helix, wire A is a rotation through 180 of wire B around Z, or A is B scaled by -1 in X and Y, (a reflection in 2 planes simultaneously, which the Mirror modifier doesn't do).
TLDR; You can mirror the wires before twisting:
Unfortunately you did not describe how exactly you want to mirror your animation.
But after copying the animation you can do it by opening the graph editor and then select all and right click. Then you will find this menu:
With these mirror options you should be able to do what you want.