  | | | How to mirror animation on a character in XSI? | How to mirror animation on a character in XSI? 2005-03-02 - By Javier
Back it really depends on how you rig it. i dont have the options with me right now, but if you rig it in such a way that rotations are mirrored (do a simple test duplicating a chain usin Skeleton>Duplicate Symmetry)... then simply copy fcurves if you have a different setup you can very easily write a script that flips your rotations as you desire -- in essence reads rotations, multiplies them by 1 or -1 depending on your rig setup and then puts them into the transform for the opposite bone. Its actually quite simple. If you 're going to be using this often put it into a synoptic view... Ive done this in the past (with rigs not built symmetrically ) and it works perfectly... IThis works if you animate and mirror at the same time. If you already animated one side you might have to read the fcurve... and multiply that, which is a bit more involving.. it could be made to work as such for any kind of curve except cyclic cubic fcurves which have a little insect that must be corrected.. Let me guess you would like a button that works for any kind of rig.... huh! Thats even more involving because you have to test how the rig has been built or in a simpler version read a symmetry template of sorts... hm, .i realize that this mail will not solve your immediate problem...:( but as you see, its possible and eventually im sure one of us will fix a button for you... --- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
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