Quickly adding a mirror modifier to a mesh in Blender

Using the Mirror modifier greatly simplifies the modeling process on symmetrical objects. To properly optimize a mesh for use with this modifier, we should always delete the part of the mesh that will be mirrored; otherwise, we’ll immediately end up with duplicate geometry, which will lead to problems with further editing and shading. This geometry cleanup process can be optimized with a simple script that automatically removes unnecessary points and adds the modifier to the mesh.

For example, let’s create a script to assign a Mirror modifier along the X axis for the currently active object.

Suppose we’re currently in the edit mode.

Define a BMesh object and transfer all the geometry from the active object to it.

If we simply want to select all the vertices to the right of the object’s center (its origin) along the X axis for further manipulation, we can simply loop through the vertices and select those with an X coordinate greater than zero.

We use the “greater than” condition to avoid selecting points on the axis around which the mirroring will be performed.

If we want to delete these points, we can get them as a list and use the delete() operator from the bmesh.ops package.

Now we can return the edited geometry from the BMesh to the original object.

And clear the BMesh object we no longer need.

Half of the mesh’s geometry has now been deleted.

Assign a Mirror modifier to “return” it as a mirrored geometry.

Now the object appears intact again, as the assigned modifier mirrors the remaining geometry around the X-axis.

This way, we quickly assigned the Mirror modifier and adjusted the geometry to match it, eliminating the duplicate geometry.

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