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Haggets edited this page Sep 1, 2021 · 1 revision

Procedurally generates a duplicate of the selected armature with all the deformation bones connected (Any other bone type that does not contribute to a character's deformation is removed), taking into account helper bones as well as repositioning some to be more accurate to where they would deform, allowing for better automatic weighting, as well as placing helper bones in their correct position and compensating if any are missing. Every bone type (Except helper bones) is isolated from any other, which means that they will not be connected to a bone of another type (Symmetrical bones with central bones, or custom bones with symmetrical bones, for example) in order to avoid problems with bone positioning.

Bones that form the end of a bone chain (Like toes, finger tips and hands, for example) are extended to be more accurate to where they would deform, this includes custom bones, where the last bone in a custom bone chain will be extended a certain amount in a direction relative to the forward position of the prior bone in the chain. If a custom bone is not part of a chain (Without parent or have a parent that is a bone of another type), it will instead be rotated 90° in a defined direction and scaled up slightly for better visibility.

Examples

(Original armatures hidden for better visibility)

Standard Valve Armature

Bill armature

Armature with a lot of custom bones

Sinon armature (Custom Garry's Mod model)

Close up

Sinon's armature close up

Sinon's armature close up from another angle

As you can see, custom bones (In this case the scarf and all of the hair strands) are treated separately from the standard bones, and will never be connected to them, also note how every custom bone chain ends with a bone pointing straight and the ones that are not part of a custom bone chain are simply rotated and scaled up a bit for better visibility.