Reference Cinema 4D Basic Features Character Menu Mirror
Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D
Mirror

Direction Options Naming Weights Tool

Direction

Origin

Defines the position of the mirror plane in the viewport. The following options are available:

Selected

Places the mirror plane at the position of the selected object.

Root

Places the mirror plane at the position of the top joint in the hierarchy.

Parent

Places the mirror plane at the position of the selected object's parent object.

Hub

Places the mirror plane at the position of the first parent object in the hierarchy whose Hub option is enabled on the Symmetry tab.

Object

Object

Places the mirror plane at the position of the object selected in the Object link field.

World

Places the mirror plane at the world origin.

Bind Mesh

Places the mirror plane at the position of the first object whose Weight tag contains weights for the joint objects that are to be mirrored.

Coords

Short for Coordinates. Defines which coordinates system will be used to orient the mirror plane, based on its Origin mode.

World

Uses the World axis coordinates system to orient the mirror plane.

Local

Uses the local object axis coordinates system to orient the mirror plane, as defined by the selected Origin mode (for example, if Parent is selected as Origin mode, the plane will be oriented based on the coordinates of that parent object).

View

Will use the current view coordinates system to orient the mirror plane. This will change interactively as you change your view (for example, mirroring from the front view will not have the same result as mirroring from the side view).

Axis

If World or Local coordinates are selected to orient the mirror plane, this option will become active, enabling you to set the mirror plane axis manually.

X (YZ)

Will mirror along the X axis (YZ plane).

Y (XZ)

Will mirror along the Y axis (XZ plane).

Z (XY)

Will mirror along the Z axis (XY plane).

Mirroring

Allows you to define the direction toward which elements will be mirrored.

+/-

Will automatically decide which side the elements should be mirrored to. An element located on the positive side of the mirror plane will be automatically mirrored to its negative side, and vice-versa. Make sure that your mirror plane is set properly, otherwise the object will not mirror at all (if it's placed on the origin of the mirror plane, for example).

+ To -

Will mirror elements from the positive axis side to the negative axis side (from +X to -X, for example).

- To +

Will mirror elements from the negative axis side to the positive axis side (from -X to +X, for example).