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. > > > > This communication (including any attachments) is sent on behalf of > Playtech plc or one of its subsidiaries (Playtech Group). It contains > information which is confidential and privileged. If you are not the > intended recipient, please notify the sender immediately and destroy any > copies of this communication. Unless expressly stated to the contrary, > nothing in this communication constitutes a contractual offer capable of > acceptance or indicates intention to create legal relations or grant any > rights. The Playtech Group monitors communications sent or received by it > for security and other purposes. 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