Pivots
Pivots set where the mirror plane passes through.
Active Element
Mirror plane passes through the active (last selected) object.
Use when: Mirroring multiple objects around one specific object.
Individual Elements
Each object mirrors around its own center.
Use when: Objects need independent mirroring.
World Center
Mirror plane at world origin (0,0,0).
Use when: Creating scene-wide symmetry.
Cursor
Mirror plane at 3D cursor position.
Use when: Need precise control over mirror location.
Quick Tips
- Active = Around specific object
- Individual = Each object separately
- World = Scene center
- Cursor = Custom position