AutoSkeletonBuilder Lite 2.11.1

Demo + Lite AutoSkeletonBuilder Lite 2.11.1

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Demos or "Lite" versions of Paid Content

gobgob

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gobgob submitted a new resource:

AutoSkeletonBuilder Lite 2.10.4 - physic, skeleton, unityasset, collision, CUA, dynamics

Quick Overview​

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...

Read more about this resource...
 
What's the difference from the paid version?
Both versions share the same core rigging and spring physics pipeline—geodesic bone placement, branch-aware skeletons, curvilinear skinning, automatic base anchoring, and body-part auto-pinning. The "click Build, get a moving mesh" experience is identical.
The paid version adds:
Full Collision System: Capsule colliders tailored to mesh thickness, self-collision, friction, continuous collision detection, push-out speed limits, and root-skip options. (Lite has zero colliders; meshes pass through everything).
Advanced Tuning Parameters: Live control over drag, swing/twist limits, solver iterations, skin smoothing, soft joints, mass auto-calculation, and joint projection.

In the future I'll try to make the lite version more user friendly and the paid one as complete as possible. I try to update them at least every week to correct things.
 
gobgob updated AutoSkeletonBuilder Lite 2.10.4 with a new update entry:

AutoSkeletonBuilder v2.11.1 — Hotfix Mesh Capture & Geometry Improvements

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

  • ...

Read the rest of this update entry...
 
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