I’m making a walk cycle animation for my character with a standard mannequin control rig. But I’m running into some strange issues with mirroring poses. I created a ‘control rig pose’ asset of a pose I like, but when I try to paste it mirrored, the transforms of the rig controls get all messed up. I tried picking different ‘Mirror Axis’ and ‘Axis to Flip’ options, but nothing seems to help. Is there something I’m missing here?
After spending way too long on this, I’m pretty sure this is a bug in Unreal. I managed to code an ugly workaround by making an editor script that mirrors the pose asset manually.
I’m having the same problem. Although I notice that pasting a mirrored pose with the poses tool works as expected when using the CR_Mannequin_Body control rig that comes with 3rd Person Template. But I can’t figure out how to set up my own control rig so that pasting a mirrored pose works correctly. Can anyone help? I would love to know what I’m doing wrong!
Hi @WhaleFood – if you could share that script I would be very grateful! Thank you!
PoseMirrorer.T3D (1.2 MB)
Hey @Opebble. Sure, happy to share the file here. Not sure if it will work for your situation as I made it specifically for the skeleton I was working with. But give it a shot. It allows you to right-click a pose file and under “Scripted Asset Actions” there’s a “mirror pose” option that will create a new file that should be a mirror of the one you’re selecting.
Awesome–I’ll try it out! Thank you so much @WhaleFood !!!
I have encountered the same problem, and now I know the reason. In the official control rig, the leg uses a null node as the parent node. The key is that the scale value of the null node in its mirror has an x value of -1, which makes the mirror action effective.
I’ve tried using a Null node that contains my IK and Pole vector controls and scale the x
of the Null node with -1
, but unfortunately that doesn’t seem to make mirroring effective in my case. Is there anything else to it?
Check the ik and pole nodes under your null node, as they are under the null node, their x scale values need to be 1
Everything seems in order, yet I can’t get it to work properly. I will try creating a simple test case and see if I can work it out. Thanks for the suggestions!
I’m also experiencing the same issue. I wanted to ask, has there been any solution for this problem?
I’m having the exact same issue - mirroring simply does not work - it either flips things totally upside down (unhelpful) or twists things up. I suspect that the issue with nulls is at play, but I haven’t confirmed.
I’m working in 5.4.2, using a model rigged following the instruction video from Evans Bohl, so all the technique should be pretty standard.
Same issue here. My guess is that it could have something to do with there being “0 string matches” for custom rigs. Mine uses the same naming convention as the mannequin, but the mirroring tool seems not to recognize it
Same issue here (now on 5.5.1), and I’m in agreement with @TactileVisions that the core of the issue is that the mirroring naming scheme doesn’t seem to pick custom rigs up properly. Which is odd, considering I’n naming and setting these up identically to the example Unreal manny rig. I ground-up built mine based closely on their Manny animation rig, (mostly) using the same mirroring NULLs and everything else, and certainly the same naming scheme.
You can clearly see the underscored L here, the pose was captured on underscored R bones, so like. Huh. You’d think this’d be a trivial thing? Guessing they hardcoded something they shouldn’t have?
EDIT: Oh, actually! Wait a sec!
I was misunderstanding what mirroring is meant to do. It isn’t a tool to mirror your left hand onto your right or similar, it’s to mirror the overall saved pose. Meaning if you have a right shoulder dominant leaned forward kind of pose, and save your whole skeleton, and hit the mirror button, your guy should then be in that pose just mirrored and now left shoulder dominant leaned forward.
The “mirror string matches” UI does show properly if you’ve saved bone poses for both sides.
Which I suppose means with a bit of effort, you could use it to mirror a left hand to a right, but you’d have to save the poses of both hands, apply a mirror, and then make sure it isn’t applied the mirrored hand-whose-pose-you-don’t-care-about onto the hand you did actually pose. Should be workable still? Anyways, yerp, my bad.