Mirror modifier improvement using vertex groups
It would be nice to have an option to mirror only some verticies, by additional modifier option:
Mirror Vertex Group
. (Not just mirroring UVs L>R).
Let's say we have a car with different sides, like fuel cap, or side mirrors. Now you have to split the object and separate these parts. One with mirror modifier and the other without.
If you can see the picture below, there is an additional listbox
Mirror Vertex Group
to select specific vertex group to mirror. Also
Invert
check box to mirror excluded verticies from that vertex group.
12 Comments
why the all caps title? let your proposal stand on its own without resorting to juvenile forum tactics.
* @testure * Wow
* @testure * bloody hell, that's a bit of a disproportionate reaction! Try and keep it civil.
* @testure * Sorry for that. My habit, nothing else.. ;)
* @3d illusions * how was it disproportionate? are you so offended by the word 'juvenile'? Writing a forum topic in all caps in an attempt to gain additional attention is absolutely a juvenile tactic. Right up there with oversized colored fonts screaming for attention. There's nothing controversial about this statement, it's a fact.
* @jiri.pos * please edit title. It is better than «sorry»
Great idea!
This would make a great addition honestly
I wonder now if small caps will be more successful. :D
Hey, that's very nice feature proposal.
If anyone knows of any Addon or alike, that would be good too.
But, for the time being, I have a crazy workaround to this issue (it explores the unique function of auto-Mirrorring of the Weight Paint -related Vertex Groups which are dependent on their corresponding Bones.
Here you go (I haven't tested it extensively in order to know if this is 100% safe, but it kinda solves the very, very annoying issue of automation I was having from the beggining). ¡Cheers!:
blenderartists.org/t/automatic-mirroring-of-vertex-groups-l-r/1387930/4
This needs more attention. Other modifiers have gained the ability to have vertex groups. This is one that should definitely have it!
Another dirty solution is:
Duplicate object (linked with Alt + D) >> Flip the scale x, y or z by -1 >> Use Mask Modifier with vertex group for mirroring parts.
Before merge/export, you have to Apply Scale to Deltas to avoid flipped normals.