How to mirror animation of a character ( skeleton and skinmesh )?

I would like to mirror a run of a character ( the procedure should be generalized I guess ).
So far what I did is :

  1. change the sign of the X component of the position keyframe tracks of each bone
  2. 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?


any help with this? I am just soooo lost :slight_smile: