In Maya set driven keys are the same node as normal animation keys, the
animCurve node:
http://download.autodesk.com/us/maya/2008help/Nodes/animCurve.html

There's a bunch of child nodes listed there with two letters after the
"animCurve", which is the specific input/output that node handles.
So like, animCurveTU takes input time (t) and outputs double (u). All the
animator set ones are the animCurveT* ones. All the animCurveU* ones are
used for set driven keys.

I know this is always the maya answer but... I always did this with a
script. AnimCurve nodes are almost always named after the object/attribute
they are connected to. So it's pretty easy to duplicate the animCurve node,
parse out the attribute from the name, find your mirrored rig bit, and
connect it up. You can use listConnections to find the driver node and do
something similar.

Expression nodes are different. Essentially they just hold a giant string
(the expression itself) and when it gets compiled Maya does some under the
hood magic to make or break connections to the node. To mirror it you don't
need two expression nodes (you can if you want), but you need to copy the
text in the expression itself and search/replace your Lefts for your
Rights. You can do this at any time and the expression will hook up to the
attributes if they exist. Matt is right about using utility nodes in place
of expressions if you can.

Sometimes copy/pasting stuff works but it also makes a lot of garbage in
the scene. Honestly with Maya the faster you can get to a scripted rigging
pipeline the better.

On Mon, Apr 30, 2018 at 8:12 AM, <[email protected]> wrote:

>
>
> Hello all,
>
> I am being forced into learning Maya again after an abandoned attempt last
> year.
>
> I am finding almost everything frustrating and harder than it needs to be,
> but todays annoying frustration is.. Copying expressions.. ( no drag and
> drop then edit - here)
>
> I set up a foot controller, so it has some attributes (that drive some
> rotations on groups which in have IK goals parented to.)
> After doing one foot, I hoped it might be easy to copy/paste the set
> driven keys/expressions and edit them for the other foot controllers/legs.
>
> However this appears out to have been wishful thinking on my part. Its
> seems very opaque as to where these things actually reside and how they are
> edited / redistributed. After a fruitless trip around the node
> ditor/hypergraph etc, I can’t work out how to do this. I wonder if anyone
> could give me a clue as to what to do I’d be grateful.
>
> Last week I watched a video on how to mirror a rig. After 40 mins the
> conclusion of the video was ‘ the best method is to do it again manually on
> the other side!’
>
> When I learnt XSI, I remember having a lot of fun as my world of
> opportunities opened up. This is not so similar.
>
>
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