Hi there!
There is likely a very easy solution to this "snag" I hit, but I can't seem to figure it out. Let's say I want to keep these sleeves as a single mesh object, with a non-destructive mirror modifier and attach it to the forearm of the character. I have successfully done that with the legs, boots, hands (they all are mirrored objects that are following the bones without an issue). Keep the armature modifier below the mirror modifier. Check!
But for the life of me I can't make the particles to mirror it correctly. It's either one or the other arm, by moving the armature modifier before or after mirroring. I still think the correct placement is below the mirror, so the mesh follows along properly.
Anyways... is there an obvious mistake I'm making? Or is it the way really just duplicating the mesh and attaching them separately?
I also tried just attaching it to the bone like with the hat on this video, but that wouldn't work because I can't select the vertices that don't exist on the right side.
Thanks for any insight!


Hey Nathi,
I think it's a matter of getting the order in a logical progression (from the top down).
Because I don't know exactly what each of the modifiers are doing I'm going to make a few assumptions.
-Mirror the mesh first
-Armature modifier
- sub surf
- particles (this is so they spawn in the deformed location and from the subdivided mesh)
- smooth
If that doesn't make sense or doesn't work - try posting your file as a submission and I will take a look
That worked! Thanks!!
I think I'm finished with my first rig, and it was oh, so slow. Lol. But I finally got it. Will do a final check with fresh eyes tomorrow, but Santa is ready just in time for Christmas! 🙌
