I have been making a walking animation. It went pretty well up to this point where I'm halfway done:


I watched a tutorial where he copied his animation and ctrl+shift+V'ed it to get the other half. I tried to do the same, but although it's close, it's not exactly what I wanted:


The only problem is that the two halves are walking in opposite directions now. So my question is: What are my options? Do I have to manually make the poses for the other half, or can I somehow make it work with what I have here? Thank you!

Edit with link to file:

Edit 2: I ended up manually creating the second half of my animation. Below you can see the result. My question now is if I could have achieved this without having to manually animating the 2nd half?

The animation I want

  • $\begingroup$ Welcome @Jesper. I suggest you upload the file for analysis: blend-exchange.giantcowfilms.com $\endgroup$ – LeoNas Oct 3 '18 at 10:59
  • $\begingroup$ @LeoNas Thanks. I have uploaded the file. $\endgroup$ – Jesper Oct 3 '18 at 11:08
  • $\begingroup$ Hi, please don't link images/screenshots from external sources, but instead use the question editor to load images: they will be permanent and embedded in your post, making easier for others to understand your issue. $\endgroup$ – m.ardito Oct 3 '18 at 19:11

You want him to walk obliquely but it's not the right way to do it as all mirror will stay in the X or Z axis, you must create your walk cycle in Pose mode orthogonally to the grid THEN switch to Object mode and rotate it 45°.

You must keep in mind that, when you mirror a pose, it will be RELATIVE TO THE LOCAL AXIS OF THE OBJECT, so if you rotate your armature 45° in Pose mode instead of Object mode, the armature is 45° rotated but the local axis is still orthogonal to the grid and will act this way for whatever mirror you'll do. If you want to rotate the Local axis you need to do it in Object mode.

If you have secondary animations, like the head rotating, you can either do it after the rotation in Object mode OR do a second animation, the head rotation, and use the NLA to add it to the walk.

I would redo it from scratch: Close the action in the Action Editor (X button), in Pose mode select all the bones and reset the pose with alt R, alt S, alt G, in Object mode select your armature and rotate it 90° on the Z axis so that you can see its right profile in Front Ortho view, then back in Pose mode and begin with the first pose of your walk cycle.

Also, your foot is strangely set, in Edit mode I would delete the constraint, parent (Keep Offset mode) with the legIK controllers and also in Properties > Bone > Relations, enable Inherit Rotation.

If you want your character to walk sideways you have to rotate your character in Object mode, not in Pose mode

enter image description here

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  • $\begingroup$ Thanks, I will try what you have suggested. I am a little confused by the last part though. You want me to delete the Copy Rotation constraint on my foot, parent the foot with legIK and disable inherit rotation on legIK, correct? Also, can you explain how I "parent (Keep Offset mode) with the legIK" ? $\endgroup$ – Jesper Oct 3 '18 at 12:48
  • $\begingroup$ Also, I might have done something wrong, but after doing what you described I am now facing the exact same problem where the two halves are walking in opposite directions after shift+ctrl.V'ing. $\endgroup$ – Jesper Oct 3 '18 at 13:14
  • $\begingroup$ sorry I meant enable inherit rotation ;) $\endgroup$ – moonboots Oct 3 '18 at 13:28
  • $\begingroup$ no you should fix your problem if you strictly follow the steps, I will check again. Update: ok so I checked and it works perfectly. $\endgroup$ – moonboots Oct 3 '18 at 14:32
  • $\begingroup$ Can you send me the updated file? Maybe I can see what I've done wrong $\endgroup$ – Jesper Oct 3 '18 at 14:33

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