I'm trying to mirror an animation in the z axis so not left/right but up/down. To do this I'm trying to subtract 180 degrees from the Euler Y value and negate the local position X and Z, which I think should work. Subtracting 180 degrees from the y angle in the channels editor works (ish) but there are only 2 decimal places. For the local position X and Z these differences really show up. In the example above the two X/Z values end up being -0.02 and -0.06 due to rounding:
Other than editing each key by hand and suffering the drop to 2 digits of precision is there an easier way to achieve mirroring an animation vertically?
Is there a way to increase the number of digits of precision used in the channels editors?
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