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Question by jeromeWork · Nov 01, 2019 at 02:19 PM · humanoidtransform.rotation

How to mirror avatar transforms?

I'm trying to mirror one humanoid rig, onto a separate identical rig. (as one puts up their left hand, the other puts up their right).


A simple copy was simple:

 [SerializeField] GameObject sourceAvatar;
 Transform[] sourceTransforms;
 Transform[] destinationTransforms;
 void Awake() {
     sourceTransforms = sourceAvatar.GetComponentsInChildren<Transform>();
     destinationTransforms = GetComponentsInChildren<Transform>();
 }
 void Update() {
     for (int i=0; i<sourceTransforms.Length; i++ ) {
         destinationTransforms[i].localPosition = sourceTransforms[i].localPosition;
         destinationTransforms[i].localRotation = sourceTransforms[i].localRotation;
     }
 }


So I tried using a Dictionary of the destination transforms, swapping Left to Right and vice-versa:

 Dictionary<string, Transform> destinationTransformsDictionary = new Dictionary<string, Transform>();
 private void PrepareMirroredRig(){
     for (int i=0; i<destinationTransforms.Length; i++ ){
         string transformName = destinationTransforms[i].gameObject.name;
         string destinationName = "";
         if( Regex.Matches(transformName, "Left").Count > 0){
             destinationName = transformName.Replace("Left","Right");
         }else{
             destinationName = transformName.Replace("Right","Left");
         }
     // string "mixamorig:LeftArm" renamed "mixamorig:RightArm"
     // mapped to Transform for 'mixamorig:LeftArm' in Dictionary:
     destinationTransformsDictionary.Add(destinationName, destinationTransforms[i]);
 }


and then running this in the update loop:

 for (int i=0; i<sourceTransforms.Length; i++ ){
     string sourceName = sourceTransforms[i].gameObject.name;
     destinationTransformsDictionary[sourceName].localPosition = sourceTransforms[i].localPosition;
     destinationTransformsDictionary[sourceName].localRotation = sourceTransforms[i].localRotation;
 }


but there's no apparent mirroring of the transforms (and some odd bone rotations): alt text
Then after a bit of Googling I tried mirroring the actual rotations:

 for (int i=0; i<sourceTransforms.Length; i++ ){
     string sourceName = sourceTransforms[i].gameObject.name;
     destinationTransformsDictionary[sourceName].localPosition = sourceTransforms[i].localPosition;
     destinationTransforms[i].localRotation = new Quaternion(
                     sourceTransforms[i].localRotation.x * -1.0f,
                     sourceTransforms[i].localRotation.y,
                     sourceTransforms[i].localRotation.z,
                     sourceTransforms[i].localRotation.w * -1.0f);
 }


but that only partially works:

alt text
It's just odd... in a normal stance you can see how the legs are criss-crossed, and some of the bones (e.g. pelvis, arm) are oddly rotated


I'm stumped! any help would be very much appreciated.

Full code available from here: [https://gist.github.com/baroquedub/e162ff8625d581fe9753bed0199e3532][3]

using-mirrored-rotations.png (160.9 kB)
using-flipped-rotations-no-mirroring.png (145.3 kB)
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