AutoSkeletonBuilder Lite

Demo Plugins + Scripts AutoSkeletonBuilder Lite

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Demos or "Lite" versions of Paid Content

Quick Overview NO RIG REQUIRED RIG BUILDS ITSELF​

AutoSkeletonBuilder LITE is a free runtime plugin for Virt-A-Mate (VaM). It automatically transforms rigid CustomUnityAssets (hair, tentacles, cloth, chains) into physically simulated, jiggling objects—no external rigging tools required.
You can contact me if you have a bug or something with logs screenshot etc I'll try to fix it !

ℹ️ Lite vs. Full Edition: The Lite edition has no collision system (objects pass through meshes/bodies) and uses pre-tuned default physics settings instead of advanced customization sliders.

Requirements​

  • VaM 1.20+
  • Your asset's mesh must have "Read/Write Enabled" checked in Unity import settings.

How to Use​

  1. Add Plugin: Attach AutoSkeletonBuilderLite.cs to your CustomUnityAsset atom.
  2. Select Mesh: Set Root object to the parent folder containing your target geometry.
  3. Generate: Click Build Skeleton. (Applies skinning and stays frozen by default).
  4. Link to Body (Optional): Open LINK & PINNING, select a target atom/body part, and click Link Base to this body part.
  5. Pin Contact Area (Optional): Click Auto-pin bones touching body part so root areas stay attached while tips swing freely.
  6. Enable Physics: Check Activate physics to start motion.
  7. Reset: Click Reset (rigid mesh) anytime to return to the original static mesh.

🎛️ UI & Settings Reference​

Core Controls​

SettingDescription
Bone countSets resolution/number of bones along each strand.
Weld thresholdDistance tolerance for merging disconnected mesh vertices.
Skin blend widthHigher values prevent pinching/creasing at bending joints.
Mass per boneWeight per segment (Default: 0.02 kg).
Joint SpringPrimary stiffness control. Lower = looser movement.
Joint DamperControls wobbling. Increase to prevent rapid jittering.
Tip softnessTapers stiffness toward the ends for whip-like motion.

Expandable Panels​

  • LINK & PINNING: Handles parent-linking, auto-pin distance margins, and base placement.
  • BONE PINNING LIST: Manual per-bone toggles to lock specific bones in place.
Key Highlights:

  • Color-Coded Anchors: Instantly inspect bone roles at a glance:
    • Red: Base bone
    • Green: Free bone
    • Yellow: Bone pinned to the Base
    • Cyan / Magenta / Orange: Unique colors assigned per attachment to clearly identify multi-anchor setups.
  • Dynamic Sizing: Gizmo thickness automatically scales based on each bone's measured dimensions, ensuring high visibility on thin hair strands and thick tails alike.
  • Instant Toggle: Toggles live in real time without requiring a rebuild.
  • Failsafe Rendering: The drawing pass is completely isolated, and the see-through shader is safely verified before rendering to prevent visual breaks.
Capture d'écran 2026-08-24 193254.png

Troubleshooting & Tuning Tips​

  • Too stiff? Lower Joint Spring or Tip softness (applies live).
  • Jittering / Wobbling? Increase Joint Damper (~0.14 is ideal for default mass).
  • Tips are lifeless / Floppy? Increase Tip softness toward 1 or raise Joint Damper.
  • Pinching at joints? Increase Skin blend width (try 1.5–2.0) and click Build Skeleton.
  • Mesh tearing apart? Slightly increase Weld threshold.
  • Object isn't moving at all? Check the log. If it says all bones are pinned, lower Auto-pin margin (default 2 mm), click Unpin all bones, and re-run auto-pinning.

Recent Changelog Highlights​

  • v2.10.4: Added warning when 100% of bones are pinned (which prevents all motion).
  • v2.10.3: Skeleton moved to scene root to completely eliminate motion drift errors.
  • v2.10.2: Added "Diagnose anchor drift" button to check anchor offsets in cm.
  • v2.10.1: Fixed physics sleeping drift; free strands now properly react to character animation velocity.
Images and attachments
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    54.3 MB
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