AutoSkeletonBuilder

Paid Plugins + Scripts AutoSkeletonBuilder

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AutoSkeletonBuilder​

WHAT IT DOES​

first wanted to thanks​

,​



for his quality Asset, really good for testing my plugin complexe structures are key for a good physics and bones generation I did some bad videos with it ! I'm not good at presenting sorry​


Here's a tuto (I'm really bad at it I know my english is pretty bad Lmao, I'm french, but I'll do my best !)​



New feature: Multi-Anchor Attachments




Skeletons that actually follow your meshBones are now placed using geodesic distance ALONG the mesh surface instead of a straight axis. Curved strands, spirals, hooks, and U-shapes get clean, evenly spaced bone chains that hug the real curve.
Pre-activation bone adjustment & precise Atom targetingYou can now adjust or fix bone positioning immediately after skeleton creation—before turning on physics and collisions. Snap bones precisely to a target Atom so the physics chain follows it cleanly and minimizes collision artifacts from initial overlaps.
Branched meshes finally work (hairdos!)Meshes whose strands merge into one connected piece (e.g., hairdos where all the locks join at the scalp) are now rigged as a proper bone TREE: one chain per strand, all radiating from the attachment point. In 1.0, these ended up as a single chain hanging from a random tip—that's gone.
Automatic Base anchoringNo more guessing where the anchor goes: by default, the Base now snaps to the bone closest to your CUA's control point (the green square). The log tells you exactly which bone was chosen and how far away it was. Other placement modes (control point, mesh center, v1 pivot) are still available, plus X/Y/Z fine-tuning on top.
Way smoother deformationsSkinning now blends along each strand's own curve: wide sections bend as a unit instead of pinching at joints (goodbye candy-wrapper effect), folded strands can't grab weights "across the fold," and an optional smoothing pass diffuses any remaining hard transitions—including across welded seams. Two new sliders: "Skin blend width" and "Skin smoothing passes".


View attachment 608610

Physics that feels alive
  • NEW "Tip softness": Stiffness tapers from root to tip—THE setting that turns robotic chains into natural hair/tentacle motion.
  • Soft joint limits: Spring-damped end stops instead of hard clacks.
  • Smooth activation: Turning physics on eases the object into motion over a short ramp—no more sudden drop.
  • Auto mass from thickness: Thick sections carry more inertia than thin tips.
  • Anti-stretch projection, rigidbody interpolation (smoother rendering), and adjustable solver iterations.
  • Spring / Damper / Tip softness / Limits / Mass / Drag / Friction now apply LIVE on a built skeleton—tune in real time, no rebuild needed.
Much better collisions
  • Capsule colliders that cover each bone segment—continuous collision along the strand instead of a "pearl necklace" of gapped spheres.
  • Per-bone collider radius automatically fitted to the measured mesh thickness (scalable), so thin tips and thick sections both fit.
  • Self-collision toggle (off by default so a hairdo doesn't fight itself), proper friction material, and optional continuous collision detection for fast motion.

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.
You can make the physics has you want !
It automatically:

  • Merges all separate mesh pieces under a chosen root object into one continuous mesh (welding vertices that touch but don't share geometry, preventing visual tears as they move).
  • Detects each individual strand (hair lock, tentacle, etc.) via real mesh surface topology.
  • Builds a curved bone chain per strand that follows its actual geodesic curvature and surface direction instead of a straight line.
  • Handles branched meshes cleanly (e.g., hairdos where locks join at the scalp) by rigging them as a proper bone tree.
  • Skins the mesh with smooth multi-bone blending, avoiding pinching or candy-wrapper effects on wide sections.
  • Physicalizes every bone (Rigidbody + ConfigurableJoint with spring dynamics) from a single shared kinematic Base — allowing the whole object to react as one coherent physical system.
  • Allows bone positioning & Atom alignment before turning on physics or collisions, preventing collision artifacts and initial overlap explosions.
  • Lets you fine-tune, lock/unlock, and link the result to any atom or body part in the scene,





REQUIREMENTS​

  1. Unity Mesh Read/Write: Your CustomUnityAsset must be built with "Read/Write Enabled" checked on the mesh(es) in Unity's import settings. Without this, the plugin cannot access vertex data at runtime.
  2. VaM Compatibility: VaM 1.20+ recommended. No other plugin is required — the physics engine is entirely self-contained.
    (Optional: The generated Root Node name is compatible with Stopper.CUAControllers if you prefer native VaM controls).

HOW TO USE​

  1. Add Plugin: Attach AutoSkeletonBuilder.cs as a plugin on your CustomUnityAsset Atom.
  2. Select Root: In "Root object (merges its children)", select the parent object containing all mesh pieces.
    (If empty, click "Refresh list" or manually type the exact name into "Exact root object name (fallback)").
  3. Configure Building: Adjust "Bone count (per strand)" and "Weld threshold (m)" if necessary.
  4. Build Skeleton: Click "Build Skeleton". The mesh is rebuilt as a single skinned, kinematic object (frozen in place).
  5. Adjust & Fix Bones (Pre-Physics): Before enabling physics, fine-tune bone positions or snap/fix specific bones directly to a target Atom. This aligns the chain perfectly with your target geometry and prevents collision artifacts upon spawn.
  6. Position Anchor Base: Use "Base Position X/Y/Z" or "Snap Base to CUA control" to anchor the main pivot point.
  7. Link to Atom: (Optional) Use "Parent atom" + "Body part" + "Link Base to this body part" to lock the object to a character (e.g., Head or Spine).
  8. Activate Physics: Check "Activate physics". The object will transition into motion smoothly using the new motion ramp (no sudden drop).
  9. Activate Collisions: Check "Activate collisions" to enable dynamic continuous capsule colliders.
  10. Fine-Tune: Use individual bone toggles to lock/unlock specific bones, or adjust physics properties (Tip softness, Spring, Limits) live in real time.
  11. Reset: Click "Reset (rigid mesh)" at any time to return the asset to its original static state.

TIPS FOR GOOD RESULTS​

  • Incorrect Orientation? If the object hangs from its tip instead of its root, toggle "Invert strand direction (head/tip)" and rebuild.
  • Stiff or Robotic Motion? Lower "Joint Spring", raise "Joint Damper", or increase "Tip softness" to taper stiffness toward the ends.
  • Joint Pinching / Creasing? Increase "Skin blend width" or boost "Bone count (per strand)" so bending is distributed evenly across joints.
  • Mesh Tearing at Seams? Slightly increase "Weld threshold (m)" to merge nearby vertices. If unrelated parts merge together incorrectly, lower this value.
  • Reduce Overlaps: Position and attach bones to your target Atom prior to checking "Activate physics" and "Activate collisions" to stop rigidbodies from exploding apart.
  • Visualization: Enable "Show bones (3D points)" to view the skeleton layout (Red = fixed anchor, Yellow = articulated joint) before starting physics.

KNOWN LIMITATIONS​

  • Best suited for elongated or strand-like geometry (hair, tentacles, straps, chains, ribbons).
  • High bone counts across complex multi-branch hairdos can generate extensive lists of individual bone locks in the UI.
  • Generates a dynamic runtime SkinnedMeshRenderer; it does not permanently alter or overwrite your original Unity asset files.
Images and attachments
  • dance v2_11_0.mp4
    22.4 MB
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Latest updates

  1. Better UI and Multiple CUA attachment

    VERSION 2.12 UI & Layout Unified Link, Pin & Attach: Attachment controls have moved into...
  2. AutoSkeletonBuilder v2.11.1

    FIX: Floating/Oversized Asset Scaling: Resolved an issue where the 2.11 pose capture caused...
  3. AutoSkeletonbuilder adv (V2.6.1)

    UPDATE LINK TO ATOM NOW first wanted to thanks https://hub.virtamate.com/tags/oniekohvius/ for...

Latest reviews

Positive
Version: 2.12.0
For those who are not familiar with rigging process this plugin allows you to add a skeleton to any existing CUA. Numerous settings allow you to make a realy fine tuning.
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