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Bone Driver

Plugins + Scripts Bone Driver

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YASS

Well-known member
Joined
Apr 28, 2025
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YASS submitted a new resource:

Bone Driver - Foward Kinematics Bone controller for Custom Unity Assets


Bone Driver

Kinematic Bone controller for Custom Unity Assets



View attachment 490489


Yeah, so what's this for?
Basically, think about all those simple moving things :
doors opening and closing, fans or car wheels spinning, rocking chairs, seesaws,
those grabby things like tongs or pincers, drawers sliding in and out... you get the idea.
It's for making ALL of that stuff...

Read more about this resource...
 
YASS updated Bone Driver with a new update entry:

2.0 update log

View attachment 490793
changed UI color - axis parameter labels
The axis colors are based on the bone's orientation,
so they might differ from the transform gizmo's direction.
Still, it's a bit more readable/clearer this way, right?



View attachment 490794
unlimited parameter range
Increasing the maximum parameter range can make it excessively difficult to control.
If you find it hard to manage even after pressing 'Default', repeatedly click the...

Read the rest of this update entry...
 
@YASS , thank you so much for this plugin, i thought i was never going to be able to animate a creature or animal in virtamate.. now I see it is possible. I am wondering though, can the same be done with IK bones? for example, if i have a 4 legged animal, and want to like move the hips in a thrusting motion... With the BoneDriver plugin, i can make the lower spine move in/out. or rotate, but the rest of the body doesnt look proper since the upper body stays completely still.. Wondering if A. Is an IK Bone Driver plugin is possible, B. Would that help what I am trying to achieve C. Would you be interested in making the plugin? Otherwise, do you have any other tips or suggestions.. Thanks again for the great work.
 
@YASS , thank you so much for this plugin, i thought i was never going to be able to animate a creature or animal in virtamate.. now I see it is possible. I am wondering though, can the same be done with IK bones? for example, if i have a 4 legged animal, and want to like move the hips in a thrusting motion... With the BoneDriver plugin, i can make the lower spine move in/out. or rotate, but the rest of the body doesnt look proper since the upper body stays completely still.. Wondering if A. Is an IK Bone Driver plugin is possible, B. Would that help what I am trying to achieve C. Would you be interested in making the plugin? Otherwise, do you have any other tips or suggestions.. Thanks again for the great work.
Thank you for your feedback. To be precise, this plugin was developed specifically for Forward Kinematics (FK) applications, addressing a need where such functionality wasn't readily available. For rigging organic joints or creature limbs, I recommend using other excellent plugins such as IKCUA or BoneControl. However, if the part you wish to animate involves simple elements like a pincer, a single joint, hinge-like motion, or requires precise rotational control, this plugin would be an excellent choice. For controlling more complex joint hierarchies simultaneously, existing plugins are likely sufficient. In conclusion, I recommend using this plugin for FK, and for IK, using it in conjunction with other specialized plugins. While implementing a feature to switch between FK and IK would be ideal, it is currently beyond my capabilities. If you're able, referencing my code alongside that of other plugins and attempting to integrate IK functionality using AI could be an interesting endeavor.
 
Thank you for your feedback. To be precise, this plugin was developed specifically for Forward Kinematics (FK) applications, addressing a need where such functionality wasn't readily available. For rigging organic joints or creature limbs, I recommend using other excellent plugins such as IKCUA or BoneControl. However, if the part you wish to animate involves simple elements like a pincer, a single joint, hinge-like motion, or requires precise rotational control, this plugin would be an excellent choice. For controlling more complex joint hierarchies simultaneously, existing plugins are likely sufficient. In conclusion, I recommend using this plugin for FK, and for IK, using it in conjunction with other specialized plugins. While implementing a feature to switch between FK and IK would be ideal, it is currently beyond my capabilities. If you're able, referencing my code alongside that of other plugins and attempting to integrate IK functionality using AI could be an interesting endeavor.
Amazing answer, I really appreciate you taking the time to spell all that out for me. I feel like every answer should be answered like this so others can learn from the posts. I will check out the IKCUA and BoneControl plugins. Hopefully I will be able to make some headway. Although someone told me recently that it is not really possible to animate something like a 4 legged creature in VAM... but I am hopeful now based on your reply. Thanks again, so much!
 
Is this plugin (and I guess Bones) , compatible with Blendshapes?

Been trying to use both in a scene with zero luck.
 
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