This is the extended mirror tool script intended to add dummy/point helper rig mirroring for 3dsmax. Tested only on 3dsmax; does not work on GMax.

======Features=======

* Mirroring of dummy/point helper rigs (see notes)
* Retains hierarchy of the original rig with all local transform animations intact
* Retains dummy/point helper size of original rig
* Option to bake a certain range of keyframes
* Autosaves a backup before mirror rig operation
* All the same geometry mirroring tools as the original Milviz mirror tool

======Notes=======

* The mirror operation is limited to dummies and point helpers. Bones, tapes, or arrows are not supported.
* If you're using different controllers (Lookat constraint for example) collapse the keyframes first before mirroring. Failure to do so might result in different animation results on the mirrored side.
* Mirror operation is based off of the dummy's pivot only, if the dummy is visually offset from the pivot, the mirrored copy will move to the pivot point, but will still animate the same.
* Undo'ing the operation might result in a messy scene. The autosave feature was designed to workaround this.
* You must select the top-most node/dummy/point helper in your hierarchy. Selecting children only will result in no mirror occuring.
* Selecting any other objects (cameras, lights, geometry, etc.) while attempting to mirror a rig will result in an error. De-select all non-dummy or non-point helper objects before mirroring.
*  Hierarchies of the rig is maintained only. Hierarchies of geometry is not, hence when rigging your aircraft, take care to not animate geometry as its animations may not play correctly when mirrored.
* Layer information is not preserved; the new mirrored rig will be copied into whatever the currently selected layer is.

======Credits=======
Original script by Milviz. Modified by arwasairl.

======Version======
1.0a - Fixed error when attempting to mirror a component of a rig that is a child of an object; now the component of that rig will be broken from the hierarchy and placed at the top of the scene graph.