I would like to mirror a run of a character ( the procedure should be generalized I guess ).
So far what I did is :
- change the sign of the X component of the position keyframe tracks of each bone
- change the sign of the Y and Z component of the quaternion keyframe tracks of each bone
the skeleton got properly mirrored during the animation but of course, the skin mesh as I didn’t do anything stayed the same, and consequently, the result is weird as you can see. ( it’s like putting the right pair of shoes on the left foot )
First of all, is the right way of doing what I want?
If yes how could I impact the skin mesh?