Hello all!
For those who don't care about the background here - skip ahead to the TLDR
I have some asymmetrical animations that I hired out. I now need to create identical mirrored animations. For example, I have a character that strafes to the right, I need to make him strafe to the left. (Scaling -1 x is not an option for reasons I won't go into)
Doing this is actually way more simple than I thought. I enable Parent relativity and then I set all keyed rotations to the additive inverse. I also do the same for all X transforms, since the character is centered on the Y axis. Everything was going smooth - expect the animation once I play it back. Well, turns out I neglected to consider the bezier curve. It was making the animation wobbly since the curve wasn't inverted with the key values.
So there's a couple approaches here I can take.
1) Determine a way to flip a bezier curve along the x axis on the graph. This would handle the key values and the curve all at once making this the fastest, most accurate and cost effective solution, but I suspect it's not possible.
2) Automate the curve with the Bezier Curve button. However, this causes the hiccup on every loop that I would need to fix manually and it also loses all the bezier curve detail that the animator put into the original animation (I could ask him to touch it up in the future).
TLDR
1) Is there a quick and easy way to flip a bezier curve and it's keys along the X axis on the graph?
2) Is there a way for the Auto Bezier Curve button to also adjust the start and end points for seamless looping? I read in a post from a year ago that this was meant to be a future addition.
Thanks!!