What makes it difficult to mirror poses on all rigs in Maya? And what are your wishes regarding pose mirroring?
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Hi! everyone.
As the title says, what makes it difficult to mirror the poses of all rigs?
By mirroring poses, I mean mirroring the translate, rotate, scale, and other parameters of the arm and leg controllers on the x-axis, such as biped or quadruped character.
https://forums.autodesk.com/t5/maya-forum/please-tell-me-the-cause-condition-that-i-cannot-make-the-...
I asked the same question on Twitter and got the following answer The problem with mirroring is,
- Pairing
- axis processing when mirroring
pairing; because controller naming conventions vary from developer to developer
axis processing when mirroring; depending on the developer, for example, if the FK controller is set up to move symmetrically when the rotate values are matched, the axis direction is inverted, so the motion values have to be mirrored to take this into account. I was also informed about this article, although it is in Japanese.
https://3d.crdg.jp/tech/archives/332
https://note.com/shitaper/n/n071f5d0e8d3d
Article Summary
- Eulerian rotation does not guarantee "orientation".
- If you want to strictly specify the orientation, the quaternion is the way to go.
Also, please let me know your wishes if there are any features you want that have to do with mirroring poses.
My wish is that the following features from Blender 3.5 would be desired in the next version of Maya, Maya 2025.
Relative mirroring of the current key on any rig, mirroring the pose of the opposite side being manipulated in real-time. I would like to see hotkeys and commands that create this mirror. I will put together a proposal once I have gathered your ideas.
Thanks,