orbiter...
Wings' existing Virtual Mirror does that already, but takes it one step further... it does so across any arbitrary plane, not just a global axis.
et al...
Having had all sorts of nightmarish problems with "Symmetry" in Silo, having to revert back to the old style mirror method closely resembling Wings, I don't have a lot of faith in such systems, especially when the plane of symmetry is not a global axis. Blender's (global axis-based) symmetrical modeling/sculpting works pretty well these days, though, so I guess it's possible if you don't need an arbitrary symmetry plane.
Not to mention that you guys make it sound like the 2 or 3 mouse-clicks and a half dozen or so key presses it takes to get from whole mesh to VM to whole mesh takes hours and not seconds.
That said, I don't have a horse in the race as I seldom edit UV mapped meshes in Wings. My meshes start in Wings, get perhaps a elementary stab at UV mapping, then the "heavy lifting" is done elsewhere.
Wings' existing Virtual Mirror does that already, but takes it one step further... it does so across any arbitrary plane, not just a global axis.
et al...
Having had all sorts of nightmarish problems with "Symmetry" in Silo, having to revert back to the old style mirror method closely resembling Wings, I don't have a lot of faith in such systems, especially when the plane of symmetry is not a global axis. Blender's (global axis-based) symmetrical modeling/sculpting works pretty well these days, though, so I guess it's possible if you don't need an arbitrary symmetry plane.
Not to mention that you guys make it sound like the 2 or 3 mouse-clicks and a half dozen or so key presses it takes to get from whole mesh to VM to whole mesh takes hours and not seconds.
That said, I don't have a horse in the race as I seldom edit UV mapped meshes in Wings. My meshes start in Wings, get perhaps a elementary stab at UV mapping, then the "heavy lifting" is done elsewhere.