Good day! I created an animation of hitting a punching bag with my right hand (skeleton - humanoid), the question arose: how to reflect the animation (along the X axis) so that now there is a blow with the left hand?

I tried:

  • Created an EMPTI element in the center (0,0,0), made it the parent of the rig and applied a scale of -1 on the X-axis. This option will not work because the animation and SKELETON will be reflected (bones will also be mirrored)!
  • I've tried copying frames (Ctrl+C) and pasting them by pressing "Ctrl+Shift + V". In this case, the animation goes in reverse order.
  • The trolls wrote that in the liner you can click on the object and choose to mirror along the X-axis ... it's not funny ...

Please, help!

  • $\begingroup$ When you say that the animation goes in reverse order when copy-pasting, is it going backwards? Or in the wrong direction. You can reverse the frames in the animation sequence if its going backwards to create a "forwards" action. $\endgroup$ Aug 23, 2020 at 14:11
  • $\begingroup$ "Ctrl+Shift + V" - This action makes the animation in reverse order, this is not the result that is needed to solve my problem) $\endgroup$
    – Androneda
    Aug 23, 2020 at 19:19

1 Answer 1


Select all the bones involved in the animation of the right hand with your mouse over the graph editor press A to select all keyframes (make sure none are hidden), press W or right click and choose copy.
Select all bones from the left hand, make sure they have an f-curve for the selected channels (i.e. insert one keyframe for each channel, loc, rot etc.), select a frame where you can easily delete the new keyframes.
Go to frame 1 in your animation.
Pres RMB or W and choose paste flipped.

  • $\begingroup$ IDK how to make the symbol for RMB or a key on the keyboard. $\endgroup$ Aug 23, 2020 at 14:39
  • $\begingroup$ I forgot to mention: I'm not a simple animation, there are movements not only of the arms, but also of the legs and torso ... Is there a universal solution to this problem? $\endgroup$
    – Androneda
    Aug 23, 2020 at 19:14
  • $\begingroup$ have you tried it? if you follow the naming convention, it should work with as many bones as you want $\endgroup$ Aug 24, 2020 at 9:46

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