# Mirrored movement/editing

**URL:** <https://blenderartists.org/t/mirrored-movement-editing/342010>\
**Category:** Basics & Interface\
**Created:** [August 16, 2005, 6:04am UTC](https://blenderartists.org/t/mirrored-movement-editing/342010 "2005-08-16T06:04:03Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![soapyfish](https://blenderartists.org/user_avatar/blenderartists.org/soapyfish/32/2203_2.png) [@soapyfish](https://blenderartists.org/u/soapyfish)\
**Post date:** [August 16, 2005, 6:04am UTC](https://blenderartists.org/t/mirrored-movement-editing/342010/1 "2005-08-16T06:04:03Z")

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Hey all,  
I was watching a technique for box modelling a head in silo and there was one feature the modeller used a lot. I was looking for something similar in blender but couldn’t find anything so wondered if you people could help.

Here’s a picture to help me explain…  
 ![http://img.photobucket.com/albums/v222/code2kill/blenderhelp1.jpg](http://img.photobucket.com/albums/v222/code2kill/blenderhelp1.jpg)

Is there anything I can do so that if I move the selected face up and to the _right_ the face I have marked with a blue dot will automatically move up an equal distance but to the _left_. All faces would act the same and any new faces created if I extruded a face form this shape would also behave in the same way.

Can’t really explain it any differently, thanks in advance.

🙂

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**Author:** ![Bagration](https://blenderartists.org/letter_avatar_proxy/v4/letter/b/6a8cbe/32.png) [@Bagration](https://blenderartists.org/u/Bagration)\
**Post date:** [August 16, 2005, 6:23am UTC](https://blenderartists.org/t/mirrored-movement-editing/342010/2 "2005-08-16T06:23:07Z")

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Such a function exists. In the next version of Blender there will be a mirror modifier for this, but now you have to take a few steps:

1. Delete half of your model. You should now have a perfect other half with a planar “hole” where the other half was.
2. Go into Object mode and press Alt+D. This will make a linked duplicate: any changes to the mesh data of one object will be duplicated over the other. Don’t move the object after duplication.
3. Ctrl+M -\> X Local.  
When you’re using Subsurf the derived mesh will not “cross over” between the halves; a seam will be visible. So to join the halves, select both and Ctrl+J. Then Remove Doubles in Edit mode.

Thank you for explaining your question so elaborate 🙂

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**Author:** ![soapyfish](https://blenderartists.org/user_avatar/blenderartists.org/soapyfish/32/2203_2.png) [@soapyfish](https://blenderartists.org/u/soapyfish)\
**Post date:** [August 16, 2005, 6:49am UTC](https://blenderartists.org/t/mirrored-movement-editing/342010/3 "2005-08-16T06:49:45Z")

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Yay, that’s exactly what I wanted. Thankyou for the help. 🙂

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**Author:** ![scotths](https://blenderartists.org/letter_avatar_proxy/v4/letter/s/7cd45c/32.png) [@scotths](https://blenderartists.org/u/scotths)\
**Post date:** [August 16, 2005, 1:19pm UTC](https://blenderartists.org/t/mirrored-movement-editing/342010/4 "2005-08-16T13:19:00Z")

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Here’s a little more detailed of the same idea as Bagration just mentioned, with a few tricks for keeping things aligned.

[http://lowpolycoop.com/forum/viewtopic.php?t=9](http://lowpolycoop.com/forum/viewtopic.php?t=9)

Thanks  
Scott
