Mirror (Spiegel)¶
Interactive Mirror (Interactieve Spiegel)¶
Reference (Referentie)
- Mode (Modus):
Object and Edit Modes (Object en Edit Modi)
- Menu:
- Shortcut (Sneltoets):
Ctrl-M
The Mirror operator flips the selected elements around the Pivot Point along an axis of the Transformation Orientation. Mirroring is equivalent to scaling the selection by -1 along the selected axis, but it offers a faster and more direct workflow.
Hint
After mirroring a mesh, the face normals tend to get flipped inside out (see the Face Orientation overlay). The Flip Normals operator can fix this.
Zie ook
The Symmetrize (Symmetriseren) operator creates a mirrored copy of the mesh.
The Mirror Modifier creates a mirrored copy that’s automatically kept up to date.
Usage (Gebruik)¶
Place the pivot point at the desired mirror location.
When not mirroring along a global axis, ensure the transform orientation has an axis pointing along the desired mirror direction (perpendicular to the mirror plane).
Press Ctrl-M to activate the Mirror operator.
Choose an axis by dragging with MMB or by pressing X, Y, or Z. (The chosen axis is shown at the top of the 3D Viewport.) Press an axis key a second time to toggle between the transform orientation axis and the global axis.
Press LMB or Return to confirm, or RMB or Esc to cancel.
Options (Opties)¶
- Orientation (Oriëntatie)
The transform orientation to take the Constraint Axis from.
- Constraint Axis (Restrictie-as)
De as (of assen) om over te spiegelen. Bijvoorbeeld, spiegelen over de X-as draait de selectie horizontaal om.
X/Y/Z Gobaal¶
Reference (Referentie)
- Mode (Modus):
Object and Edit Modes (Object en Edit Modi)
- Menu:
Deze bewerkingen voeren een niet-interactieve spiegeling uit langs de globale X-, Y- of Z-as.
X/Y/Z Lokaal¶
Reference (Referentie)
- Mode (Modus):
Object and Edit Modes (Object en Edit Modi)
- Menu:
These operations perform a non-interactive mirror along the object’s local X, Y, or Z axis.
Examples (Voorbeelden)¶
Mirroring along the global X axis around the object origin:
Mirroring around the 3D Cursor (3D Cursor):