Actually. Get rid of renameChildren,

duplicate -rr -un; scale -r -1 1 1;
searchReplaceNames "l_" "r_" "hierarchy";


On Mon, Jul 18, 2016 at 10:45 AM, Christopher McCabe <
[email protected]> wrote:

> I don't know how complicated of a rig this will work for but... I created
> a joint chain and constrained primitives to several of the joints with
> parent, and point constraints. Put everything under a group located at
> world 0.
>
> Ran in MEL:
> duplicate -rr -renameChildren -un; scale -r -1 1 1;
>
> Then run this to rename:
> searchReplaceNames "l_" "r_" "hierarchy";
>
>
>
>
> On Mon, Jul 18, 2016 at 8:11 AM, Oz Adi <[email protected]> wrote:
>
>> Thanks,
>>
>>
>>
>> Seems like a basic rigging tool that needs to be in every 3d package, to
>> be able to mirror a complete rig..
>> I’ve already built the other side from scratch, it wasn’t a big complex
>> rig, but it was a waste of time :/
>>
>> I have not scripted for a few years now.. I’ll have to refresh my Jscript
>> knowledge, and try to use it on learning some python I guess.
>>
>>
>> so far switching to maya feels like a huge regression, I am sure it’ll
>> get easier over time, but maya sure has some sickness to it, and sometimes
>> feels like it came from the 80’s…
>>
>> (no offence to people born in the 80’s, myself is from the early 70’s J )
>>
>>
>>
>>
>>
>>
>>
>>
>> *To:* [email protected]
>> *Subject:* Re: OT: Softs Duplicate Symmetry in Maya?
>>
>>
>>
>> There sure is no 100 percent accurate way to do it. You can use Skeleton
>> > Mirror Joint but that only mirrors joints + IK Handles, no constraints or
>> objects. It might be an opportunity for you to dig into some scripting work
>> to make that happen. Again, there is no full-proof way of doing that,
>> AFAIK. You can use scripting to do major bulk of work in modules, like
>> building a stretchy leg or reverse foot etc. and then combine all the units
>> together. I wouldn't call myself an expert when it comes to rigging in Maya
>> but that is how I think it is done in most of the production work.
>>
>>
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