Symmetry Operator 

The Symmetry operator mirrors strands across a plane, so you can groom one side of a character and have the other side update automatically. This is the same time-saver that mesh symmetry provides, applied to Ornatrix guides and hair: model one half, watch the other half follow.

 

Using symmetry 

Choose the axis or plane to mirror across, and the operator copies strands from one side to the other. It works best on guides, because mirrored strands need to be re-attached to the surface to behave correctly - the operator does not by itself carry surface information across the plane. An option to ground the mirrored strands re-projects them onto the surface so they sit and deform properly. See Ground Strands.

 

Strand groups of mirrored strands 

The Mirrored Strand Groups parameters control which strand groups the mirrored strands get. Mode is one of:

  • Copy - mirrored strands keep the groups of their source strands. This is the default.
  • Concatenate - mirrored groups are offset past the highest existing group, so each side has its own groups. Ungrouped strands count as a group, so their mirrored copies are grouped too.
  • Set - all mirrored strands get the groups entered in Pattern, for example 3 or 1,4.
 

Mirrored strand facing 

When Mirror Strand Facing is on, mirrored strands also face the mirrored way, so ribbons and hair cards that the Mesh from Strands operator makes from them are mirror images of the originals. When off, only the direction the strands are rotated towards is mirrored, which turns those meshes to face the opposite way. It is on for new Symmetry operators. Symmetry operators in scenes saved with earlier versions load with it off, so their look does not change.

 

Where to place it 

Add Symmetry above the editing you want mirrored, typically over the Edit Guides Operator, so your hand edits on one side are reflected on the other. Because it is procedural, you can keep editing one side and the mirror stays in sync.

 

Related 

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