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FlipAnimation add-on, Ported to Blender 4.0.0
This project forked from kayy/flipanimation
FlipAnimation add-on, Ported to Blender 4.0.0
FlipAnimation add-on for Blender (version > 4.0.0) Author Kay Bothfeld, SCIO System-Consulting GmbH & Co.KG Updated by rogueSleipnir Version 0.3.2 Because of some breaking changes to Blender's 4.0.0 Python API, Use the `v3.6` tag for previous versions of Blender (3.2 to 3.6). Tested on Windows 10, Blender 4.0.0 Quick instructions: - Download - Install via User Preferences / Add-Ons / Install Add-On - Go to Pose Mode - Select an action - Ensure that button 'Automatic Keyframe Insertion for Objects And Bones' in timeline view is pressed - Ensure that button 'Automatic Keyframe Insertion Using Active Keying Set Only' in timeline view is pressed - In 3D view look for a panel called 'Flip Animation' in Tool shelf (T) under Animations - Press button 'Flip Current Action' to mirror the whole action currently selected Notes: - Can Mirror Right/Left sided animations (X-Axis), i.e. for weapon handling. - Currently cannot Mirror Rotations on the Middle bones, those need to be fixed manually. Troubleshooting: - Mirrored Bones need to be named properly according to Blender standards. - Middle Bone Forward / Backward rotations might not get flipped correctly. Those need to be fixed manually. - Middle Bone Side rotations might not get flipped correctly. Those need to be fixed manually. - Check that your bones conform to Blender's bone naming conventions. That means suffix _ or . and then R / L, r / l, right / left, Right / Left. Alternatively you can use them as prefix in similar way. Examples: Hand_R, Hand.r, Hand.Right, � or R_Hand, r.Hand, Right.Hand - Does the current keying set contain all relevant channels? For example check that you selected LocRotScale if your keyframes define location, rotation and scaling changes - If the start or end frame is outside of the defined range of the action, the add-on shows a warning messages in the status field of the info menu - Note that all existing keyframes within the range needed for appending, are overwritten. If we for example specify the range 1-5 all frames between 6 and 10 are deleted and the flipped keyframes are inserted instead - As the code relies on the Blender operators for copy pose and Past X-Flipped Pose it needs some preconditions. - There is a button in Timeline View to enable Automatic Keyframe Insertion for Objects And Bones. This little red recording icon. This needs to be enabled. If it's deactivated, a warning message shows up. - The same applies for other button right to it called Automatic Keyframe Insertion Using Active Keying Set Only - The keying set to use for inserting and deleting keyframes set right here, should fit the needs of your action. In most cases Available should be a good choice. If you have keyframes containing Location and Rotation values but have configured Location only as active keying set, pasting will not consider your rotation keys. - Sometimes pasting X-flipped poses lead to kind of weird results. I had this occasionally before I developed the add-on and noticed some issues within the quaternions as the inversion did not perform right. Maybe this is solved in the meantime. If you have this problem at one single bone, just modify the rotation slightly and it might disappear. Old Site Links, preserved for archiving: Download: http://files.scio.de/blog/FlipAnimation/FlipAnimation.zip Documentation: http://www.scio.de/en/blog-a-news/scio-development-blog-en/entry/flip-animation-add-on-for-mirroring-keyframes-in-blender
Last tested working on Blender 3.6.5 LTS.
Script breaks on 4.0 because of breaking changes in Armature data.
Can't find documentation about it.
Was able to open the .blend file back in 3.6.5 and run the script.
Then open again with 4.0 Beta. Didn't notice any missing data.
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