1
$\begingroup$

I try to flip my keyframes like in this tutorial.

I do everything exactly like in the video, but it fails.

enter image description here

  1. Select all bones from armature.
  2. Set timeline frame to 80
  3. Select all keyframes from frame 1
  4. Click on copy symbol in dope sheet - action editor
  5. Click on paste symbol in dope sheet - action editor

enter image description here

Result:

result (very weird bone positions)

What am I doing wrong? I just try to flip the keyframes like in the video. The bones are named with the naming convention name.L and name.R.

I was already reading many same questions, but there is no working solution.

$\endgroup$

2 Answers 2

0
$\begingroup$

Something weird is going on, but you can solve it by selecting in edit mode all the .L bones, delete them, then select all the .R bones, Shift+D to duplicate, Esc not to move them, Shift+C set the cursor to center, make the cursor pivot point, Ctrl+M X to mirror the bones on the X axis, Then Armature - Flip Names.

Everything now works as expected.

The reverse (L-R) of this whole operation doesn't work!

$\endgroup$
4
  • $\begingroup$ If I do this then all my inverse kinematic setup and weight painting gets lost $\endgroup$
    – Black
    Commented Nov 22, 2017 at 18:19
  • $\begingroup$ No, everything remains, as the "flip names" functions is intelligent and the mirror copies constraints also. Try it on a copy file. The only thing that you'll have to redo is the animation (the single pose, in fact) as the "weird" thing affects it also. $\endgroup$ Commented Nov 22, 2017 at 20:51
  • $\begingroup$ But I just tried it with the exact steps from you and the inverse kinematic is lost :/ $\endgroup$
    – Black
    Commented Nov 22, 2017 at 21:38
  • $\begingroup$ Try inverting L and R $\endgroup$ Commented Nov 22, 2017 at 23:31
0
$\begingroup$

If I understand correctly what you're asking, this is an animation problem, not a rigging problem.

It looks like the rollMain.R bone has rotation data only in the x channel (the y and z channels have been cleared), but rollMain.L has keys in all three (x, y, and z rotation channels). When a situation like this comes up, the x rotation data is copied into all three channels on the 'mirror to' bone. The fix is to do this: - Clear Single Keyframes on the y and z rotation channels for rollMain.L - make sure auto key is turned off - set the y and z rotation channels to '0'

This problem always comes up when copying single-channel data to a bone where all three channels have keys already set (four channels in the case of quaternion rotation). Blender gets confused and puts the single channel data into all channels.

$\endgroup$

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .