Hey, I'm the author of the script and found this thread by pure accident. :) To be honest the script is kinda hard to work with to make it work like it is intended. You're mentioning crashes and such, mind if I give your scene a shot and see if I can setup a stable mirror table for you? There are some small rules to follow…
Could use a getAttri / setAttri mel script which gathers all the attributes for loc and rot from the left side of the rig and applies them to the right side, would require writing bone names into a script, but if you intend on doing alot of mirroring it would save a lot of time.
I've been trying to make an automated version of the MirrorTable. It seems to work for simple rigs, the dependency graph is hell to traverse without the API. :D http://dl.dropbox.com/u/1123397/scripts/mt_MirrorTable.mel (beta) Could you give it a shot and see if it works for the rig? Open the scene (not referenced), run…
That's very weird. Could you try replicating the same thing with the cubes and see if there are any warning / error messages in the log window? I'm not pushing you to use the script, I'd just like to know what it is that's not working so I can fix it if that's ok? :) (Blender rules by the way) ;) edit* I just looked at…
You have to add all controls in the left list. If you look in the Mirror Table the left list only has R_Foot, COG and simplebot_rt_knee_py_ctrl. The right list only tells their targets on mirroring. So what happens is that only those three controls will receive mirror values. When the script starts for the first time it…