Mirror Pose: Custom center of symmetry #82932

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opened 2020-11-23 10:44:56 +01:00 by Stanislav Ovcharov · 8 comments

As it is now, the Mirror Pose operator works through a rig/root bone center, which is of limited use when the character has moved away from that center while animating. The center of Mirror Pose should be selected on a per armature basis and should be available in linked/proxied armatures for the animators to change never at rigging stage, so i would potentially display it only in pose mode in the tool bar or under the pose options..

  • In the armature, you could have a bone selector box, where you can pick the mirror bone and axis.
  • If nothing is selected then it defaults back to the current behaviour.

Note that this design task is for poses only, and not other places, like sculpting, where mirroring is used.

As it is now, the Mirror Pose operator works through a rig/root bone center, which is of limited use when the character has moved away from that center while animating. The center of Mirror Pose should be selected on a per armature basis and should be available in linked/proxied armatures for the animators to change never at rigging stage, so i would potentially display it only in pose mode in the tool bar or under the pose options.. - In the armature, you could have a bone selector box, where you can pick the mirror bone and axis. - If nothing is selected then it defaults back to the current behaviour. Note that this design task is for poses only, and not other places, like sculpting, where mirroring is used.
Sybren A. Stüvel was assigned by Stanislav Ovcharov 2020-11-23 10:44:56 +01:00

Added subscribers: @StanislavOvcharov, @LucianoMunoz

Added subscribers: @StanislavOvcharov, @LucianoMunoz

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Sybren A. Stüvel changed title from Mirror pose. Custom center of symmetry. to Mirror Pose: Custom center of symmetry 2020-11-24 10:45:43 +01:00
Sybren A. Stüvel removed their assignment 2020-11-24 10:46:23 +01:00

Added subscriber: @dr.sybren

Added subscriber: @dr.sybren
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Added subscriber: @RedMser

Added subscriber: @RedMser

I agree this functionality is really important and the proposed way feels that is simple and powerful and also doesn't break current workflows.

the only thin I'd add is that the bone chosen for mirroring should be selected on a per armature basis and should be available in linked/proxied armatures for the animators to change never at rigging stage, so i would potentially display it only in pose mode in the tool bar or under the pose options.

I agree this functionality is really important and the proposed way feels that is simple and powerful and also doesn't break current workflows. the only thin I'd add is that the bone chosen for mirroring should be selected on a per armature basis and should be available in linked/proxied armatures for the animators to change never at rigging stage, so i would potentially display it only in pose mode in the tool bar or under the pose options.
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Added subscriber: @BassamKurdali

Added subscriber: @BassamKurdali
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It seems like the operator should take a custom center? like maybe cursor position? or optionally it could use the entire range of the pivot selection (active/bounding box/individual/cursor/etc.) with maybe some of those that 'don't make sense' falling back to the default?

It seems like the operator should take a custom center? like maybe cursor position? or optionally it could use the entire range of the pivot selection (active/bounding box/individual/cursor/etc.) with maybe some of those that 'don't make sense' falling back to the default?

@BassamKurdali I feel for rigs normally you'd have at least one bone/control that can define the mirroring, usually being the "torso" or "cog" control normally you always want things to mirror in a character across that one control, though to allow for flexibility we'd want the animator to be able to have manual control over this.
Having an option of other pivots like the 3D cursor would useful but I feel that that is more down to corner cases.

@BassamKurdali I feel for rigs normally you'd have at least one bone/control that can define the mirroring, usually being the "torso" or "cog" control normally you always want things to mirror in a character across that one control, though to allow for flexibility we'd want the animator to be able to have manual control over this. Having an option of other pivots like the 3D cursor would useful but I feel that that is more down to corner cases.
Philipp Oeser removed the
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Reference: blender/blender#82932
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