AutoSkeletonBuilder Lite 2.13.1

Demo Plugins + Scripts AutoSkeletonBuilder Lite 2.13.1

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Demos or "Lite" versions of Paid Content
better move more usable !

🚀 AutoSkeletonBuilder LITE v2.13.2​

🛠️ Bug Fixes​

⚖️ Gravity & Physics Torque Restoration​

  • Center of Mass Fix: Gravity previously had almost no effect on rigged objects. Unity computes a Rigidbody's center of mass from its colliders, but Lite creates none—causing every bone's center of mass to sit directly on its joint, producing no torque to let the chain fall.
  • Inertia Tensor Correction: Default inertia tensor values were previously ~1,000× too large.
  • Unified Behavior: Both center of mass and inertia tensor are now calculated directly from each bone's measured size, allowing Lite physics to move identically to the full edition.

💾 Scene Reload Setup Restoration​

  • State Persistence Fix: Previously, if you only built the skeleton and enabled physics without establishing links or pinned bones, nothing saved, leaving the object inert upon reloading.

✨ New Features​

📁 Scene Persistence & Auto-Rebuild​

  • Saved with Scene: Base link, pinned bones, and attachments are saved directly with the scene. Physics automatically reactivates once the bones exist—no need to reopen the plugin after loading.

🔗 Multi-Point Attachments​

  • Anchor System: Hold objects at multiple points simultaneously (e.g., a cape pinned between both shoulders or a chain held between two hands) while maintaining full physics simulation on the bones in between.

⚙️ One-Click Presets​

  • Preset Options: Quick configurations for Hair, Tentacle, Cape, and Chain with a single click.

⚖️ Physics & Wind Improvements​

  • Smart Stiffness: "Keep stiffness when mass changes" scales the spring with the mass slider so raising mass no longer causes objects to sag flat.
  • Wind Controls: Full control over wind strength, turbulence, and direction.

🔄 Dynamic Atom Sync​

  • Real-time Updates: The "Parent atom" list dynamically syncs with the scene, automatically recognizing characters added after opening the plugin.

🛑 What LITE Still Does Not Do​

  • No Collision System: Objects pass through all scene geometry.
  • Locked Advanced Parameters: Advanced settings remain fixed at tuned defaults.
ℹ️ Note: The core rigging engine itself remains identical to the full edition.

VERSION 2.12


Layout

New Features
  • Multi-Anchor Attachments: You can now anchor different parts of an object to multiple targets simultaneously ("one anchor at each end").
    • Use cases: Capes pinned across both shoulders, chains strung between hands, or ropes tied off at both ends.
    • Intermediate bones remain fully simulated, naturally hanging and moving between the set anchor points.

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v2.11.1 — Hotfix

  • FIX: Floating/Oversized Asset Scaling: Resolved an issue where the 2.11 pose capture caused certain meshes to spawn enlarged or floating above the scene. Because BakeMesh coordinate spaces vary by Unity version and rig setup, the plugin now dynamically validates each interpretation against the renderer's real on-screen bounds—falling back to the rest pose if no valid match is found.
v2.11 — Mesh Capture & Geometry Improvements

  • FIX: Pre-Posed Rigged Meshes: Source meshes with existing rigs were previously read in their bind pose, causing pre-posed geometry (e.g., curved tails) to snap straight on build. Active mesh deformations—including blend shapes—are now fully captured during build.
  • FIX: Preserved UV Seams: Mesh welding no longer merges UVs or destroys texture seams. Vertices are now grouped solely for the underlying connectivity graph while preserving original render vertices and applying matching skin weights to prevent tearing or stretched textures.
  • IMPROVEMENT: Retained Mesh Attributes: Custom normals, tangents, and vertex colors are now preserved from source meshes instead of being recalculated or dropped. This protects stylized shading and normal-mapped materials.
  • IMPROVEMENT: High-Load Physics: Raised the maximum Joint Spring range cap to 300 to better support heavy assets.
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