AutoSkeletonBuilder

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AutoSkeletonBuilder (BETA)
===================
A runtime auto-rigging plugin for Virt-A-Mate.

[[[Unselect show bones 3D point for it to work ]]] it's not perfect yet I guess but pretty tricky do dev for me since it's my first time






info_tuto_3.png


WHAT IT DOES
------------
AutoSkeletonBuilder takes a rigid CustomUnityAsset (hair, tentacles, cloth
strips, or any similar multi-piece mesh) and turns it into a physically
simulated, jiggling object - entirely inside VaM, with no external rigging
tool needed at runtime.

It automatically:
- Merges all the separate mesh pieces under a chosen root object into one
continuous mesh (welding vertices that touch but don't literally share
geometry, so pieces don't visually tear apart as they move).
- Detects each individual strand (hair lock, tentacle, etc.) via real mesh
connectivity.
- Builds a bone chain per strand that follows its actual curvature (not a
straight line), oriented correctly along the strand's direction.
- Skins the mesh with a soft multi-bone blend, avoiding hard creases on
wide sections.
- Physicalizes every bone (Rigidbody + ConfigurableJoint with a spring)
from a single shared kinematic "Base" - so the whole object reacts as
one coherent physical system, hanging and swaying naturally.
- Lets you fine-tune, lock/unlock, and link the result to any atom or body
part in the scene, all without leaving VaM.



REQUIREMENTS
------------
1. Your CustomUnityAsset must be built with "Read/Write Enabled" checked
on the mesh(es) in Unity's import settings. Without this, the plugin
cannot read the mesh's vertices at runtime and will show a clear error
telling you so.
2. VaM 1.20+ recommended. No other plugin is required - the physics is
entirely self-contained. (Optional: the plugin's generated Root Node
name is also compatible with Stopper.CUAControllers if you'd rather
expose native VaM controls instead of/in addition to this plugin's own
physics.)

HOW TO USE
----------
1. Add AutoSkeletonBuilder.cs as a plugin on the CustomUnityAsset atom.
2. In "Root object (merges its children)", pick the parent object that
contains all the mesh pieces you want combined (e.g. a full hairdo).
If the list is empty, wait a few seconds (the CUA may still be
loading) or click "Refresh list". If it's still empty, type the exact
object name (as seen in Unity) into "Exact root object name
(fallback)" and click "Use this exact name".
3. Adjust "Bone count (per strand)" and "Weld threshold (m)" if needed
(defaults work for most assets).
4. Click "Build Skeleton". The mesh is rebuilt as one skinned object,
fully frozen (kinematic) - nothing moves yet, by design.
5. (Optional) Use "Base Position X/Y/Z" or "Snap Base to CUA control" to
place the anchor point exactly where the object should hang from.
6. (Optional) Use "Parent atom" + "Body part" + "Link Base to this body
part" to attach the whole object to a specific atom or body part
(e.g. a Person's head) so it follows that atom's movement.
7. Check "Activate physics" when you're ready - the object will settle
into motion smoothly, no sudden pop.
8. Check "Activate collisions" if you want it to physically interact
with the rest of the scene.
9. Use the individual bone toggles (appear after building) to lock or
unlock specific bones one at a time, if you want more manual control.
10. "Reset (rigid mesh)" at any time reverts everything back to the
original static mesh.

TIPS FOR GOOD RESULTS
----------------------
- If the object hangs from the wrong end (tip instead of root), toggle
"Invert strand direction (head/tip)" and rebuild.
- If movement looks too stiff/robotic: lower "Joint Spring" and raise
"Joint Damper" slightly.
- If wide sections (like large rounded shapes) pinch or crease at the
joints: increase "Bone count (per strand)" so each joint bends less
individually.
- If separate pieces visually tear apart at their seams: increase "Weld
threshold (m)" slightly so nearby vertices merge properly. If unrelated
pieces start incorrectly fusing together, lower it instead.
- Enable "Show bones (3D points)" to visualize the generated skeleton
(red = fixed anchor, yellow = articulated bone) before judging the
result.

KNOWN LIMITATIONS
------------------
- Designed for elongated, strand-like geometry (hair, tentacles, straps,
chains). Complex non-elongated shapes may rig less predictably.
- Very high bone counts across many strands can produce a long list of
individual lock toggles in the UI.
- The plugin generates its own SkinnedMeshRenderer at runtime; it does
not modify or save changes back to your original Unity asset.
Images and attachments
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  • info_tuto_2.png
    info_tuto_2.png
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  • info_tuto_3.png
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  1. Far more serious !

    WHAT'S NEW ---------- THIS IS A DIFFERENT LEVEL FROM THE BETA WAY STRONGER ** Skeletons...
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