Dup Special and scale -1X  has worked for me with a number of different rig
types, Spline IK, constraints, node graphs, ik handles, etc.

As long as everything is in that all important origin group, and the items
in said group have their scales frozen at 1 I haven't had an issue with
things not mirroring correctly.

After mirroring, I generally cut the mirrored objects out of their groups
and re- parent back into the overall rig.

Adam



On Mon, Jul 18, 2016 at 11:02 AM, Christopher McCabe <
[email protected]> wrote:

> 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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>>
>>
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