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The best solution I found to all mirroring problems (with this setup) is to apply a multiply divide node beetween all_anim and the "toElbow" and "toEnd" worldScale. You need, as Joe said, to input negative values, as your right arm is mirrored in the X axis, so you simply input the scale value of your all_anim in a new multiply divide, and multiply it by -1. Then you connect this new output into the input 2X of "*_toElbowDist_worldScale" node; do it again for the "*_toEndDist_worldScale" and your arm will be fixed, no twisting and stretching errors.
It's complicated to explain, but really easy to do. I post you an example image from node editor :)
Also, you could put a multiplyDivide node to multiply the output of the current curve by negative 1 between the curves and your joints. That would have the same result.
On 5/15/2013 1:50 AM, Courtenay Cooper wrote:
Hey Guys,
I was hoping someone could help me out here. So after trawling through this group countless times, I can't find the answer I'm looking for here so it's time to ask it myself and hope that someone is smarter than me.
I'm creating my right arm, and as everyone has noticed, the arm flips when you create the stretchy ik. I read that I needed to inverse by putting two multiply divide nodes between the distance and the world scale, which I've done, and it sorta fixed the issue... however whenever I turn the stretch on, the ik shoulder joint flips 180 degrees in rotate X and so the geometry from the twisty segment flips out.
I read in the AFR fixes where Jason said this:As a little test, I built a new scene, with only 2 joint system, 1 I built and another mirrored.Now I set a stretchy IK system on the mirrored one and without even moving the elbow, just turningelbow lock on, the rotations shifted from 0 0 0 to both up and low arm.up_arm - 0 0 180low_arm - 0 -180 0But he doesn't seem to have worked out a solution, and I can't find any info on this. Does anyone have any ideas?
CheersCourtenay--
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