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View Full Version : Mirror Skin doesn't really mirror skin?!


Eudaimic
02-09-2003, 12:29 PM
Hey,

If I've got the entire left side of my skin set up, is there some way to automatically mirror the values across to the right side?

The mirror skin doesn't seem to do much, and the options in it are limited anyway, so it doesn't seem to be a proper solution :(

EDIT: Here's my problem. After detaching the skin and removing various bones, mirroring the arm and leg bones from the right side to the left and rebinding the skin.

http://www.binarybonsai.com/misc/maya1.jpg

JoeSchmo
02-09-2003, 01:36 PM
Now I see your gigantic boxes -Yikes - Must be a 4.5 thing.

I assume your asking about mirroring smoothed skin weights.
The options are kinda confusing. from your screenshot
it looks like you are mirroring across the z axis, there should be a
checkbox that says positive to negative, uncheck it, cause your mirroring neg to pos. hope that works.
Joe

Eudaimic
02-09-2003, 02:39 PM
ARGH!! This is driving me crazy! I've decided to simply scratch my old skin and make a new one instead.

So now I've weighted the upper right arm and I wanna copy that over to the upper left arm...

I've tried all the options in mirror skin, and NONE of the work properly!! The only one that comes up with a somewhat sensible result is copying from left to right, which isn't really what I'm looking for :surprised

Does anyone have any ideas for how I can copy and mirror weights from one bone to another, or simply for the entire skin?

Eudaimic
02-09-2003, 02:44 PM
... Well... hehe, I seem to understand now (DOH!)

It mirrors from +X to -X, so the mesh has to be aligned in such a way that that'll be possible...

Well guess I have to find a way to do that then :)

AmateurOne
02-09-2003, 11:41 PM
I'm a noob so I hope this is not too dumb. As to weights, the mirroring is relative to the origin so you have to center your skin at the origin. I've only done this once and I'm not sure which origin--probably the skin's. So you could try checking that.

Eudaimic
02-09-2003, 11:54 PM
It just has to be centered on the axis you mirror over. So if you mirror over XZ, you have to center it over Z (I think ...)

AmateurOne
02-10-2003, 12:20 AM
Yea, but which Z? I mean, there can be a lot of "relative" or "local" origins with their on basis vectors and axes in a scene. As I said, I assume it's the one associated with the skin, but ummm....I haven't run the experiment.

Eudaimic
02-10-2003, 12:39 AM
It's always the global Z.

AmateurOne
02-10-2003, 01:54 AM
Ah, thanks! Good to know cause that's not especially intuitive.

Eudaimic
02-10-2003, 11:30 AM
Nope, it took me a little while scouring the documentation to figure that one out. :hmm:

MasonDoran
02-10-2003, 12:19 PM
an easy way to get the correct mirror axis is to select the object...select move tool...press insert key....then with one finger on the "x" key (grid snap) MMB drag the center of the grid...this should move pivot to the origin(as long you have the center of pivot point select and not any of the handles)

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