Detect the source
The active one-sided Animation Layer or selected control determines which side drives the recalculation.
A Maya workflow for mirroring character poses and rebuilding cyclic animation on the opposite side with the correct time offset.
Problem → solution
A single pose needs rig-aware channel mapping, while cyclic animation also needs the correct half-cycle timing. The tool handles both workflows and keeps generated motion separate for review.
The active one-sided Animation Layer or selected control determines which side drives the recalculation.
Mirror the current pose directly, or rebuild paired animation on the opposite side with a half-cycle offset.
The generated motion stays on its own animation layer until the animator accepts the result.
Supports common L / R naming patterns, namespaces, transform controls and joint-based fingers, with conflict checks before writing.
Independently implemented for a personal production rig and tested in Maya 2025 on macOS. Other rigs may require rule adjustments.