JointBasicCoord.ObjectFalloffKinematicsSymmetry

Symmetry

The settings on this tab allow you to make two joints mirror each other. This can save you a great deal of time. For example, you can adjust the joints on both arms of a character at the same time. This function makes it very easy to transfer an existing rig to a new character or adapt it to a modified character.

You only need to activate mirroring for one of the two joints involved in the mirroring. It doesn't matter which of the two joints you then move, the other one will mirror the changes.

Note:
This function is intended for use as a rigging aid. Switch off the symmetry if you want to animate both sides using their own IK tags; otherwise, you'll get strange results. The quickest way to switch off the symmetry is globally by disabling the Use Symmetry option.

Enable

Activates symmetry for the selected joint object.

Hub

This option allows you to define the selected joint as a hub. If, later on, you set the Origin option for other joints in the hierarchy to Hub, these joints will use the first parent object in the hierarchy defined as a hub as the origin for the mirroring. This makes it possible for all joints in a hierarchy to have their Origin set to Hub yet still use different objects for the origin. Each joint uses its first parent defined as a hub as the mirror’s origin.

Mirror

Drag & drop the joint the selected joint should mirror into this box.

Origin

Defines the mirror's origin. Choose from:

World

Uses the world axis system as the mirror's origin.

Root

Uses the top joint object in your hierarchy as the mirror's origin.

Hub

As described above for the Hub check box, this option tells the selected joint to use its first parent defined as a hub as the mirror’s origin.

Object

Lets you use any object as the mirror's origin. Drag & drop the desired object into the Object box.

Plane

Defines which two axes of the origin are used as the mirror plane. You can choose from six options:

World-XY

Uses the world's X and Y axes as the mirror plane at the position defined by the Origin setting.

World-XZ

Uses the world's X and Z axes as the mirror plane at the position defined by the Origin setting.

World-YZ

Uses the world's Y and Z axes as the mirror plane at the position defined by the Origin setting.

Local-XY

Uses the X and Y axes of the object defined by the Origin setting as the mirror plane.

Local-XZ

Uses the X and Z axes of the object defined by the Origin setting as the mirror plane.

Local-YZ

Uses the Y and Z axes of the object defined by the Origin setting as the mirror plane.

Object

If Origin is set to Object, you can Drag & drop an object into this box to use as the mirror’s origin.

Mix[0..100%]

So that you can tell in the viewport that mirroring is active, you can assign a color to joints whose symmetry option is switched on. This color is mixed with the joint's Display Color defined on the Basic Properties tab. The Mix value defines how strongly the colors are mixed.

Color

Here you can choose the color that is mixed with the joint's Display Color on the Basic Properties tab, provided that symmetry is switched on for the selected joint.