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 >>>>>> >>>>> >>>>> >>>> >>> >> >

