Compatibility
Compatibility¶
Warning
We have seen issues occur when used alongside some tools and optimizers that target mesh / armature on run-time & upload.
I have been made aware of some users struggling with warped / distorted meshes after applying the tool, sometimes;
- Instantaneously
- Explicitly in play-mode & after uploading
- After using toggles on the avatar in-game.
In every attempt to reproduce the issues myself, I have not been able to see the same behaviour, which points to something project-specific like certain tools/gimmicks, or a combination of them to be the root-cause. Due to the vast amount of different tools, gimmicks, and prefabs (non-outfit prefabs) that is used, I sadly cannot test the compatibility with each and every one of them.
Compatibility test¶
If you struggle with issues similar to; or listed above, please do the following:
- Attempt to apply the tool on an unedited prefab-version of the avatar in question (without any tools or gimmicks attached)
- If this works fine, then you are likely running into a compatibility issue.
- Add the different tools & gimmicks that were present on the avatar where you had issues, one by one and redo step one (clean apply with x tool/gimmick attached)
- Do this until you run into the specific tool/gimmick; or combination of them, that ends up causing issues.
- (Optional but preferred): Send me a Bug Report formatted like the one you can find under Contact, so I can verify why it is happening and hopefully implement a solution for future versions.
Info
Regarding compatibility, the bottom line is most often to make sure you utilize any tools doing operations on mesh/armature before using InertiaBones.
Confirmed compatibility / specific workaround¶
Starmesh¶
Currently only tested with Starmesh RippleWave, but presumably a fix that will work across the board.
Prerequisites:
- InertiaBones are applied with persistance mode (Bake converted meshes as assets)
- You have a backup of your avatar (Not strictly required but definitely recommended)
Optional order of operations:
Option 1: Applying InertiaBones after StarMesh (typical workflow)¶
- Apply your InertiaBones setup as per usual (make sure Bake converted meshes as assets is enabled)
- Locate each of the SkinnedMeshRenderers that are listed in your Starmesh Select Meshes component.
- Change the mesh reference in the Starmesh Original Mesh Data component (Original Mesh) to match that of the SkinnedMeshRenderer's Mesh reference.
- Expected end-result, the two mesh references route back to the InertiaBones GeneratedMesh (see picture below)
Option 2: Applying InertiaBones before StarMesh (non-typical workflow but seems to bypass the current issue without the need to change anything)¶
- Apply your InertiaBones setup as per usual (make sure Bake converted meshes as assets is enabled)
- Apply the Starmesh setup.
- Should work without any issues, as the Starmesh Original Mesh Data component should automatically target the InertiaBones GeneratedMeshes.
Modular Avatar Scale Adjuster¶
Already listed in the FAQ with existing workaround, but aside from that, the upcoming V1.1.0 of InertiaBones will have a toggle specifically for moving affected MA Scale Adjuster components back and forth automatically when using the tool.