Blender 3D

Mirroring an object with custom normals correctly

To mirror an object along X, Y or Z axis in Blender the “Miror” operator is usually used. For example, to mirror an object along the global X axis, in the 3D viewport window menu we need to select: Object – Miror – X Global. Or we can do it simpler just applying a scale of -1 to the object along the desired axis: s – x – -1. However, if there are custom normals on the object, they are not recalculated, which subsequently causes the appearance of various artifacts.

Using math expressions in Blender input

Blender has a very convenient feature – when performing any action, the values for it can be specified in the form of expressions. For example, when rotating a mesh around the Y axis by 36 degrees, we can specify the final, already known value of the degrees of rotation and press the following key combination: R -> Y -> 36. Or, if we need to rotate the mesh by 1/5 of 180 degrees, we can use the expression by entering: R -> Y -> 180 / 5, which will be equivalent to rotating by the same 36 degrees.