Thanks Christopher,

It doesn’t work on my rig, bones are flipped into a weird rotation, and IK 
handle is broken..
not sure what is the problem, it’s a 3 bone IKspring chain, with pole vector, 
IKHandle point constrained to a curve controller,
Curve controller has a few meshes parent constrained to it, and the whole thing 
is under a master curve controller, and on top of that a group..

It might be a problem with my rig, although it’s working properly and doesn’t 
have issues with double transformations, and the whole rig can be moved and 
rotated from the group node and from the master control underneath it..

thanks to everyone who tried to help ☺



From: [email protected] 
[mailto:[email protected]] On Behalf Of Christopher McCabe
Sent: יום ב 18 יולי 2016 19:03
To: [email protected]
Subject: Re: OT: Softs Duplicate Symmetry in Maya?

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]<mailto:[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]<mailto:[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 ☺ )




To: [email protected]<mailto:[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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