0
$\begingroup$

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!

$\endgroup$
2
  • $\begingroup$ 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. $\endgroup$ – Nate_Sycro27 Aug 23 '20 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 '20 at 19:19
0
$\begingroup$

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.

$\endgroup$
3
  • $\begingroup$ IDK how to make the symbol for RMB or a key on the keyboard. $\endgroup$ – Frederik Steinmetz Aug 23 '20 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 '20 at 19:14
  • $\begingroup$ have you tried it? if you follow the naming convention, it should work with as many bones as you want $\endgroup$ – Frederik Steinmetz Aug 24 '20 at 9:46

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.