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Bạn đang xem: Lệnh symmetry trong 3dmax

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Symmetry Modifier
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3ds Max 2022




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The Symmetry modifier is especially useful when modeling characters or building ships or aircrafts.

Modify panel > Make a selection. > Modifier menu > Symmetry default menu: Make a selection. > Modifiers menu > Mesh Editing > Symmetry alternative text menu: Make a selection. > Modifiers menu > Geometry (Convert to lớn Mesh) > Symmetry

This modifier is quality in that it allows you lớn perform three common modeling tasks:

Mirror a mesh about the X, Y, or Z plane. Slice a mesh, removing parts if necessary. Automatically weld vertices along a common seam.

Examples of using Symmetry with different mirror axes or by moving the mirror gizmo

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You can apply the Symmetry modifier khổng lồ any geometry, và you can animate the mirror or slicing effect by animating the modifier"s gizmo.

When the Symmetry modifier is applied to a mesh, any edits you make to lớn the original half of the mesh below the Symmetry modifier in the stack also occur interactively to lớn the other half. For an example, see the second procedure, below.

Note: The Symmetry modifier converts patch & NURBS objects to mesh format in the modifier stack; editable poly và editable mesh objects remain in their original format.


Modifier Stack



The placement of the mirror gizmo delegates how the object will be affected by symmetry. You can move or rotate, as well as animate the gizmo.

For more information on the stack display, see Modifier Stack.

Parameters rollout


Symmetry Type thực đơn Choose the slice type, either Planar or Radial.

Mirror Axis group

X, Y, Z buttons Mirrors the object along the selected axes. Flip (Planar type only) When enabled, flips the symmetry to lớn the opposite side of the corresponding axis.
Align to lớn Face button Selects the face used khổng lồ align the gizmo.
Reset Gizmo button Resets the gizmo khổng lồ its mặc định position. Pick Object button Selects a reference object from the scene.

Symmetry Options group

Count (Radial type only) Sets the radius of the symmetry. Mirror Symmetry (Radial type only) When enabled, mirrors half of the geometry khổng lồ generate clean seams. Flip (Radial type only) When enabled, flips the mirrored half of the geometry to the opposite side.

Mirror Symmetry with Flip option enabled & disabled

Slice Along Mirror When enabled, causes the mirror gizmo lớn act as a slice plane when located inside the boundaries of a mesh. When the gizmo is outside the boundaries of a mesh, the symmetrical reflection is still treated as part of the originating mesh. If Slice Along Mirror is disabled, the symmetrical reflection is treated as a separate element of the originating mesh. You can also adjust the Threshold spinner to lớn control the distance of the welded vertices when the mesh is cut. Default=on. Weld Seam When enabled, automatically welds the vertices along the mirror axis. You can also adjust the Threshold spinner to lớn control the distance of the welded vertices when the mesh is cut. Default=on. Proximity Weld When enabled, Proximity Weld uses the old method of welding vertices based on proximity. Whereas, the new default method keeps track of the vertices that are generated from the cutting and welds them in a smarter way. Default=off.


Example: to lớn apply the Symmetry modifier to lớn an object:

In the Perspective viewport, create a teapot. Apply the Symmetry modifier.

The teapot appears lớn have two spouts.

In the modifier stack, click (the plus-sign icon) lớn expand the Symmetry modifier hierarchy, then highlight Mirror.

The mirror gizmo acts as a slice plane when it is within the boundaries of the object

With Mirror Axis set khổng lồ X, click and drag the mirror gizmo along the X axis.

Dragging right slices more of the teapot until there is nothing visible. Dragging left causes a second teapot to lớn appear. When the mirror gizmo is moved beyond the boundaries of the original mesh, it acts as a mirror plane showing you two complete teapots.

Example: khổng lồ perform box modeling with the Symmetry modifier:

In the Perspective viewort, create a box primitive, và then convert it to lớn Editable Poly or apply the Edit Poly modifier. If necessary, press F4 to lớn activate Edged Faces display mode. Apply the Symmetry modifier.

Other than the new edge loop created by the modifier, the box"s appearance doesn"t change, because it"s already symmetrical.

On the modifier stack, click (the plus-sign icon) to lớn expand the Symmety modifier hierarchy, & then highlight Mirror. In the Front viewport, with Mirror Axis set to lớn X, move the Mirror gizmo in either direction on the X axis.

Only the left-hand box moves: This is the copy created by the Symmetry modifier.

Position the Mirror near the left side of the original box, so the two copies are merged. On the modifier stack, go to lớn the Edit/Editable Poly level and highlight the Vertex sub-object level.

If you no longer see the Symmetry copy of the box, turn on

(Show end Result On/Off Toggle).

With Show end Result on, you might see an orange wireframe “cage” that shows the edges of original object. This is on by default for editable poly objects, but off by mặc định for the Edit Poly modifier. The Show Cage toggle for editable poly objects is on the Subdivision Surface rollout, và for Edit Poly it"s on the Edit Poly Mode rollout.

You can also see that only the vertices of the original object are visible; the vertices of the symmetry object can"t be transformed directly.

Move one of the visible vertices on the right side of the box.

As you vày so, its counterpart on the symmetry object moves symmetrically in real time.

As you can see, the Symmetry modifier not only creates a mirror image of an object for you, but also lets you manipulate both sides in tandem in an intuitive way.

Now move one of the vertices on the left side of the box, where it overlaps the symmetry box.

Because you"re also moving its counterpart vertex, which is invisible, the apparent result is motion of the corresponding point on the plane of symmetry. This isn"t as intuitive as moving a non-overlapping point, so for best results, position the Mirror gizmo so as to lớn cause as little overlap as possible; that way you can edit the center vertices directly on the plane of symmetry.