Hi,
can I ask for a help? I spend already half a day trying to make that Mirror table, but I have almost zero success. I have a custom skeleton based on Many (Character Creator 3+) and while I was able to mirror the root, pelvis and spine with the same settings as your Many Mirror table asset shared on Dropbox, the thighs and all other twin bones fail.
If I use the Mirror CS node, it does the thighs correctly but it fails to match some of the bones and hence sets them to zero location (stretching them to the root) and one of the hands just hangs in the air.
Anyway, my Mirror node thigh_l and thigh_r bones in world position seems correct, but they have different world rotation compared to the Mirror CS node. And because of that, the calf and twist bones down the chain get relocated in other place and… basically whole bone chain after the thighs is screwed. However I play with the table settings I don’t find an way to make it work!
I’m testing out on previously retargeted animation and the non-mirrored pose is correct. Also the non-retargatted, but mirrored (Manny table) animation works fine.
P.S. Ok, one day later I’m convinced that that there is something with the twin bones. Whatever combination of mirroring, flipping, rotation and translation I do there is no way it works.
P.S. Several hours later and I’m already sure that this plugin is quite limited of what types of skeletons it can handle. At best I was able to mirror with precision of +/- 5 degrees per bone. And at some cases, toes for example, it is impossible to mirror them. Most notable, the bones need separate rotation offsets on their own, not just one for the whole pair.
Component space mirroring is the only solution, but is a bit slower and has issues with some bones which contain the left / right substring in the middle.
FINAL: Yep, neither local or component space Mirrors were able to handle my skeletons. There are issues with the automatic finding of bone names too. I’m currently writing my own solution for mirroring.