3D Character Animation projects: Apply Mirror Modifier?

Hello, there.

I have a very basic question about Rigging (I guess).

It’s the first time I’m truly developing a 3D character from scratch to animation output, but I just have no idea if the Mirror Modifier should be Applied or not on a project, and why, and the pros & cons.

I know already substancial things about 3D Modelling and 3D Rigging, but I have this gap in understanding, since I’ve never been on any project or seen any tutorial explaining clearly what to do regarding this… stuff.

• I know for instance Shape Keys aren’t versatile with Mirror Modifier; so in order to generate certain Left-OR-Right Shape Keys, one needs to have the modifier Applied at some point.

• I also know: I’ve just discovered Bone Constraints dependent on Vertex Groups cannot function properly along the Mirror Modifier (Unhidden or Unapplied), since Vertex Groups then are automatically mirrored becoming a virtual double-mesh which will “confuse” such kind of Bone Constraint. Note: Weight Paint Vertex Groups, which have .L & .R distinction, seem to be a special case of mirroring which allows for .L & .R true differentiation along the Mirror Modifier

However, there are important relations with the Mirror Modifier and the Armature and its deforming Mesh Object, and I don’t know if there is a best approach, or different approaches; I would like to never need to delete the Mirror Modifier, because I don’t know how many troubles, accidents and mistakes may arise on the model regarding perfect symmetry, if I keep working on its Rigging. At the same time, having the Mirror Modifier is clearly interfering on relevant Rigging techniques…

In the case of the Vertex Group + Bone Constraint, I know that by Hiding the Mirror Modifier, things get back to “normal”, however, the image then is only one-sided; so this is probably just a temporary solution. As for the one-sided Shape Keys issue, I’m not sure I require this particular feature so much, although it would be nice.

So, what would be the logic behind the question (of this topic)?
Is there a rule of thumb, a common sense? Different approaches?

¡Thank you for any insight!
Bye.

Better apply it. Less modifiers in the stack - less problems. Both Edit mode tools and Sculpt Mode have symmetry settings, if they will be nessesary

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Thank you.

This helped me in taking a better approach to the current issues.

Basically, because I’ve decide to adopt new Rigging methods here and there, I’m sustaining the Mirror Modifier as long as I can —I’ve also got lots of details waiting to be retaken on the body Rig, so I should engage on these stuff sooner than I expected.
Then, when I’m done with all of those stuff, I’m going to finally Apply the Mirror Modifier, and remake the Shape Keys, and finish setting up whatever there would be, that requires that modifier Applied.

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