V:2.0.0 New - UI have been reworked. New - Mirrored animations are now AnimSequence assets, i.e. no more custom animation asset type. New - Any AnimSequence asset can now be mirrored internally from the AnimSequence editor. New - Location MirrorAxis Base option have been added. New - Rotation MirrorAxis Base option have been added. New - Some new keywords have been added to default settings. Fixed - Several Fixes. Improvement - Codes have been completely refactored. Removed - Deprecated code.
List of Features
Mirror Multiple Animation assets at Once
Mirror animation internally from the AnimSequence editor
Two methods of mirroring: Runtime and NotRuntime
Easy to use
Work with root motion (Only with the method NotRuntime)
Posted this as a comment on the marketplace page too:
Quick question before purchase: We have a character with just one animation we want to mirror in their animation blueprint. Our character has several additional bones such as a backpack with some tools hanging off the sides, and their eye bones too. Theoretically the backpack and child bone animations should be fine as will probably just be the same, but the eyes may need to be mirrored too. Does this plugin give enough customisation to allow for a custom mirror table of some kind so only the correct bones are mirrored?
I purchased the plugin and I’m experiencing some problems. First of all I noticed that the Demo Sample has some issues in the shoulders, where mirrored looks very different from the original.
I attached a picture as example, but if you look closely all mirrored animations have shoulder problems.
Something worse happens with my character. The skeleton structure is an extension of the mannequin, with some more bones, but the alignment is the same.
The worst issue is that when I mirror any animation I see that the neck is longer! It also happens that the arms are a bit shorter, but the finger remain in the same position.
The difference in that part is that the mannequin has “neck_01” and then “head”, while my skeleton has “neck_01”, then “neck_02”, and finally head.
Is there something I can check to avoid this problem? Are there any known issues in your implementation?
Wow, fast response. So I have a custom running to the right animation, and with your plugin, I can create a running to the left animation that I can insert into a 2D blendspace, correct? Do I need to keep in the plugin if I just use it to make a direct convertion of the animsequence?