The gear_mc guides to rig generate fine. I havent noticed any issues in the
rig itself. There are problems with the controller colours upon generation
but you can change these.

Using gear_mc with old rigs - are you asking if you regenerated a guide,
would it be ok? As far as I have tested, yeah, it'll be fine. Naming seems
to be the same so no problems with animation transfer.

-The new Eye component never really worked for me. I didn't really stick
with it as there are a lot of 'tweaking sliders' associated with it that I
though would slow down the rig.
-The Jaw component works great!
-The brow component doesnt work or I generated it incorrectly every time.
-The simple ik/fk chain component never worked either. Always generated in
a strange fashion. Not to be confused with the 2 bone arm chain, that works!

That's all I can remember.


On Fri, Feb 14, 2014 at 2:27 PM, Mirko Jankovic
<[email protected]>wrote:

> speaking of gear_mc... any problems with using it with old gear rigs? does
> it breaks anything?
>
>
>
> On Fri, Feb 14, 2014 at 3:22 PM, Will Sharkey <[email protected]>wrote:
>
>> Mirror Pose works in fk but sometimes not in ik. Switch to fk - mirror -
>> switch back to ik usually works. Gear_Mc has a Mirror Animation tool, works
>> really well and allows an option to offset. Not sure if Gear 1.0 has the
>> same option, I cant remember.
>>
>> For non-Gear stuff; I recently started animating in Maya and was looking
>> into a mirror pose tool. I found a script, changed the naming convention to
>> match the rig and the script works perfectly. Maybe you could look into
>> something like that?
>>
>>
>>
>>
>> On Fri, Feb 14, 2014 at 2:10 PM, Mirko Jankovic <
>> [email protected]> wrote:
>>
>>> It is GEAR rig, but never got its mirror to work.. sry forgot to
>>> mentioned that..
>>>
>>>
>>> On Fri, Feb 14, 2014 at 3:08 PM, Martin Yara <[email protected]> wrote:
>>>
>>>> You would need to write a tool that is customizable to different rules
>>>> specifying name conventions and flipping rules.
>>>>
>>>> I was thinking in writing something like that sometime ago with a
>>>> fighting game or something like that, reading the mirror rules from a txt
>>>> or something to store the mirroring rules, but because of tight schedules
>>>> I've never finished it and ended up being a mirror tool that worked only
>>>> with that project rig. I may revisit that code someday.
>>>>
>>>> BTW I never could flip an FCurve without copying it's values to a
>>>> temporal something. I'm not sure what was I doing wrong but the tangents
>>>> didn't flip without copying them somewhere.
>>>>
>>>> Martin
>>>>
>>>>
>>>>
>>>> On Fri, Feb 14, 2014 at 9:42 PM, Oscar Juarez <
>>>> [email protected]> wrote:
>>>>
>>>>> I guess a mirror animation tools depends a lot on how the rig is
>>>>> built, so a general purpose tool might not work for everything, depends of
>>>>> how the local space of the controls are setup for example to move the arms
>>>>> to the outside on IK do you move both on positive local X or one in
>>>>> positive and the other on negative, not every rig is built the same.
>>>>>
>>>>>
>>>>> On Fri, Feb 14, 2014 at 1:27 PM, Mirko Jankovic <
>>>>> [email protected]> wrote:
>>>>>
>>>>>> Hey people,
>>>>>> Anyone aware of some nice animation mirroring addon?
>>>>>> Have bunch of game animations that I need for both sides and it would
>>>>>> really be time saver.
>>>>>> Saw one great on vimeo done for jelly jam I think but it is not
>>>>>> available.. shame.. anything else that is actually working out there?
>>>>>> Just switch fore example slide left into slide right.
>>>>>> Thanks
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>

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