I need to reflect animation across the z axis. Basically I have 4 "legs". I want to reflect the position on rotation of the left side legs unto the right side.
I first tried mirroring the leg with animation, but
A: It will only work with animation already made. B: Only correctly seems to keep the right position at that mirrored key. The next or before frame it goes into a weird angle.
Oh, while Im asking, is there a way to set up a static pose for regular max bones that I can create? Right now Im having to use -1 as my "static" frame.
Replies
this script might help, but also needs keys already set.
I think you can define a "skinpose" with the bones, which would be that static frame
I can also recommend the "anipose" script, its really good too.
http://www.chuggnut.com/scripts/anipose/ver3/Anipose%20install.mzp
To reiterate. I have a custom bone structure, where I need to reflect the animation from the left unto the right side of the legs. They all have the same bone lengths, just their positions are reflected and the bones renamed.
Still searching about the animation thing.
Also, do you want a one-time copy or a rigged solution that constantly "copies" the motion? You'd have to use wiring for the latter I think, but that's beyond me at this point.
Here is a slightly older version of the file (max 7 only)
Here is a screeny overlay
Any help you can provide would be appreciated.
Have you tried copying controllers? Another way could be to use Merge Animation (using a Character assembly). Only time I've mirrored animation it was with Biped.
Best bet is to ask on the Discreet... cough... Autodesk forum. Someone's gotta know the answer to this seemingly basic question. If Ryno or KingofDaveness were around I'm sure they'd have an answer.
Link the limb to a dummy. Mirror the entire limb, including the dummy. Move the new dummy into position. Link the dummies to whatever the limb was linked to.
Here's a max file showing what I did.
http://www.juantwo.com/post/TerribleExample.zip
Cool trick monster. Better than time-shitting.
Next time use a biped if mirroring animation is going to need to be done often. What your trying to do can be done literally in two clicks. Copy Track; Paste Track Opposite.
When I need animation to be identical on both sides I usually animate them at the same time. 5 degrees here, 5 degrees there sort of thing.
No. See.. The problem is the dummy objects are whats "correcting" the animation. Even on monsters, if I unlink the dummy object, the copy wil suddenly be mimicking the originals animation orientation versus reflecting.
Since I need to relink the joints back into an root bone, if I dont remove the dummies, I will end up with 4 extra bones on export to unreal.
I figure its something I have to do with xform to get the bones to inherit the dummys orientation?