Modificador d’emmirallat

The Mirror modifier mirrors a mesh along its local X, Y and/or Z axes, across the Object Origin. It can also use another object as the mirror center, then use that object’s local axes instead of its own.

Opcions

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El modificador Emmirallar.

Eix

L’eix X, Y, Z sobre el que descansa l’emmirallament, és a dir, l’eix perpendicular al pla de simetria de l’emmirallament.

To understand how the axis applies to the mirror direction, if you were to mirror on the X axis, the positive X values of the original mesh would become the negative X values on the mirrored side.

Podeu seleccionar més d’un d’aquests eixos. I llavors obtindreu còpies més emmirallades. Amb un eix s’obté un únic emmirallat, amb dos eixos quatre emmirallats, i amb tots tres eixos vuit emmirallats.

Biseccionar

If the mesh is already on both sides of the mirror plane, it is cut by that plane, and only one side (the «positive» one by default) is kept to perform the mirror process.

Capgirar

When Bisect is enabled on an axis, you can use this setting to switch the side kept and mirrored (i.e. when it is enabled, the «negative» side will be kept, instead of the «positive» one).

Mirror Object

An Object Selector to select an object (usually an empty), which position and rotation will be used to define mirror planes (instead of using the ones from the modified object).

You can animate it to move the mirror axis.

Retall

Prevents vertices from moving through the mirror plane(s) when you transform them in Edit Mode.

If it is enabled but vertices are beyond the mirror plane and outside of the Merge Distance, the vertices will not be merged. But as soon as the vertices are within Merge Distance they are snapped together and cannot be moved beyond the mirror plane.

Nota

Vertices on the mirror plane will be unable to move away from the mirror plane as long as Clipping is enabled. You must disable it to be able to move the vertices along the mirror axis again.

Fusionar

Where a vertex is in the same place (within the Merge Distance) as its mirror it will be merged with the mirrored vertex.

Distància de fusió

The maximum distance between a vertex and its mirror copy at which they are merged together (being snapped on the mirror plane). Needs Merge to be enabled.

Bisect Distance

Distance from the bisect plane within which vertices are removed.

Dades

Flip UV

With this option you can mirror the UV texture coordinates across the middle of the image.

E.g. if you have a vertex with UV coordinates of (0.3, 0.9), its mirror copy will have UV coordinates of (0.7, 0.1).

UV Offsets

Amount to shift mirrored UVs on the U/V axes.

It’s useful for baking (as overlapping UVs can cause artifacts to appear in the baked map), so the UVs can be moved outside the image and not used for baking, but still be used for display.

Grups de vèrtexs

Try to mirror existing vertex groups, with the following specific prerequisites:

  • The vertex groups you want to mirror must be named following the usual left/right pattern (i.e. with suffixes like «.R», «.right», «.L», etc.).

  • The mirror side vertex group must already exist (it will not be created automatically). It must also be completely empty (no vertices assigned to it).

Flip UDIM

Mirror the texture coordinates around each tile center.

Consells

Many modeling tasks involve creating objects that are symmetrical. This modifier offers a simple and efficient way to do this, with real-time update of the mirror as you edit it. Once your modeling is completed you can either click Apply to make a real version of your mesh, or leave it as-is for future editing.

Accurately Positioning the Mirror Plane

To apply a Mirror modifier, it is common to have to move the object’s origin onto the edge or face that is to be the axis for mirroring. This can be tricky when attempted visually.

Una bona tècnica per a aconseguir una ubicació exacta és seleccionar l’aresta, després acoblar Cursor a selecció. Això ubicacionarà el cursor 3D al centre de l’aresta. Finalment, utilitzeu el menú Estableix l’origen, i seleccioneu Origen al cursor 3D. Això mourà l’origen de l’objecte (i per tant, el pla de mirall) a on es troba el cursor 3D, i la reflexió serà exacta.

An alternative is to use an empty as a Mirror Object that you move to the correct position.