Thanks for the update Oz!

On Tue, Jul 19, 2016 at 7:24 AM, Oz Adi <[email protected]> wrote:

> I tried creating a similar new hierarchy from scratch (without bound
> meshes), once with a rotational plane solver, once with an IKSPring solver,
>
> Both were mirrored correctly, keeping the constraints, using a duplicate
> special and a -1x scale..
>
>
>
> There’s probably something different or wrong with my actual rig, when
> I’ll have time I would investigate it further to find what went wrong
> there..
>
> It’s a small project, and for what I need it works great at the moment, so
> even if my rig has a problem, it’s probably safe to go on with it.. I hope
> ;)
>
>
>
> Thanks guys!
>
> Oz J
>
>
>
>
>
>
> *To:* [email protected]
> *Subject:* Re: OT: Softs Duplicate Symmetry in Maya?
>
>
>
> 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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