Hi, vblanco.
Is it correct that by default the left and right hands’ respective finger bones aren’t oriented the same way? (They’re flipped 180 degrees around.)
Animating in blender, I often copy bone rotations (via ctrl+c) on one side of the armature and then flip-paste them (via ctrl+shift+v) onto the other side.
The way I do flip-paste doesn’t work with rig, but it works with rigify and custom rigs.
is the way I do flip-paste - with the UE4Rig’s bone rotations at default, I:
- select upperarm_r_c and copy its loc/rot/scale (via ctrl+c) (Rotation w=0.906, x=0.238, y=0.058, z=0.345)
- select upperarm_l_c and flip-paste (via ctrl+shift+v), it will rotate upperarm_r_c to w=0.906, x=0.238, -y=0.058, z= -0.345
upperarm_l_c will remain unchanged.
But, flip-pasting on the leg bones (thigh, calf, foot, foot_ik, ball, knee) works no problem.
I thought it might be a prob with bone rotations. Checking them in edit mode I noticed a couple things:
-Some rolls and envelopes don’t match.
-x positions don’t match (i.e. ).
Maybe some of things is the cause for flip paste not working?