Bones not getting symmetrized properly

I’m trying to mirror the weights I have on three of the legs to the other three so that I do not have to manually weight the rest of them, but they are not working properly after getting symmetrized. The bones from the right side affect the left side, and I can’t control the left side legs at all. Is there a proper way that I can mirror the weights to the correct bones? I already have the bone structure set up as .R and .L so I thought it should have worked properly.

Do you have duplicate bones?

Bones with the opposite names that don’t yet exist will be created, and already existing ones will be overwritten. If matching bones are selected on both sides, mirroring will happen from right to left.

https://docs.blender.org/manual/en/latest/animation/armatures/bones/editing/symmetrize.html

Hi. If you still have Mirror Modifier on the Model, this technique can work (otherwise I’m not sure); this clip is not the whole example, it’s just a reference, but I explain right after:

On Weight Paint Mode, you just have to Select, from the secondary side, one of the Symmetric Leg Bones which doesn’t contain a Vertex Group yet (if it does, Delete that Vertex Group because it will be regenerated automatically through this technique), and with any simpler brush Tool (for example the Blur Tool), LMB-Click anywhere on the Viewport (avoid the Model surface though); this should create a fresh, Symmetric Vertex Group for the Selected Bone, and at the same time, get instantly rid of half of the wrong Weights from the Deform Bone on the primary side. You’d need to do this process 3 times: 1 for each Leg Bone on the secondary side.

Unfortunately, last time I’ve checked this technique shall only work with Mirror Modifier.

However, if your project is a simple one, you could go right away and Delete half side of the Mesh from the Model and recreate it through a Mirror Modifier (if you don’t know how to do this properly, I know a tutorial for this process), then fix the Weights with the technique mentioned, and then just Apply that Object Modifier in the case you don’t want to have it for the final project.

It’s not a clean solution, but it gets the job done.