You're right - thanks, I don't know how I missed it before. Parenting works with Empties indeed.I do think this feature could be improved, unless I'm missing something. Once I rotate my parent object, if I decide to add new objects in, it'd be convenient if it'd automatically apply to the new children any rotation info previously done to the parent. Because as it is, if I do wish to add anything, I first need to reset rotations to 0 in my parent, add the children, and only then can everything move together...
@rollin Just have a look at the options of the mirror modifier. You can disable it from copying over vertex groups. And for UVs, you can specify an offset.
@RN The recordings of all talks at the Blender Con are available on the Blender YouTube channel: https://www.youtube.com/user/BlenderFoundation
How did you get involved with that event? Also, if there's a recording or something like that, let us know.
@rollin Have you thought about using shapekeys? You can create a shapekey from your vertex positions and then mirror it and apply it.Or am I not understanding your end goal here?
@another caveman with non-uniform subdivision do you mean that the new edges are not evenly distributed across the subdivided faces or that you want to apply different levels of subdivision on different faces?
@another caveman Blender's modifiers are built into Blender deeply, you cannot create a modifier addon without having to create a separate blender branch. Here's a link to a website containing various Blender's branches https://blender.community/c/graphicall/ ) Luckily blender already has what you're looking for. That's the UV warp modifierManual: https://docs.blender.org/manual/en/latest/modeling/modifiers/modify/uv_warp.htmlSet "from" to any object (I'd suggest an empty), set "To" to the mesh which UVs you want to transform. All the transforms work nicely What's non uniform subdivision though?