BipedPlus

Ep.12 — Bone Mirror

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Overview

Used to copy additional bones made on one side to the opposite side.
Explains how to use BipedPlus Edit Utils → Bone Mirror instead of the 3ds Max default Bone Mirror, which tends to produce misaligned results.

Bone Mirror = bone placement/creation stage. Left↔Right pose copying is done in Ani Utils (Ep.9·14).

Max Default Bone Mirror — What's Inconvenient

  • Mirrors based on the selected bone's pivot (origin), which often results in misalignment rather than a true reflection across the character's center (X=0).
  • Fixing it requires manually calculating world X coordinates — which is tedious.

BipedPlus Bone Mirror — How to Use

Open Bone Mirror in the Edit Utils area.

Options (simplified)

Option Meaning
Mirror Plane Mirror plane — usually the YZ plane (= left↔right flip from the character's front)
X Flip Flip along the X axis
Headless Axis Which axis to rotate around during mirror — usually Z for Biped. Keep default recommended
        │ Mirror Plane (YZ)
   Left │ Right
   ────┼────
        │

Steps

  1. Select all bones that will be the mirror source (usually the Left side chain).
  2. HierarchyParent — to preserve the child bone structure (may need to lock Parent manually at first).
  3. Execute Mirror.
  4. Verify that Left / Right names changed per convention.
  5. Move them and test that the Z-axis rotation etc. is symmetrical.

When to Use

  • When creating custom Hair/prop bones on one side (like Ep.11) and cloning to the opposite side.
  • For front-based symmetry instead of the Max default Mirror.

Notes

  • If Hierarchy Parent is not set correctly, the parent may detach or the tree can break.
  • Do not casually change Headless Axis.
  • Rigging Info Update after mirroring (Ep.10).

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