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Configuration settings

UI Explanation

UI Screenshot

Header buttons:

  • Docs: takes you to the page you are currently on.
  • Options: where global settings will be placed

Avatar Root / Bones section

  • Avatar Root: Where you place the avatar you want to perform operations on.
  • Bones: An expandable list where you add the source-bones you want to perform the operations on. (example: upper-/lower- legs)
    • Category: Used for controlling influence sliders, should auto-detect most naming standard, if not then you can manually select it.
    • Add Bone Slot / Remove: adds or removes slots from the Bone list
    • Clear Empty Slots: Clears slots where Source Bone == None
  • Bone List Preset: Dropdown for picking typical bone setups faster.

Bones list

^ Here you can see the typical behaviour of automatic category detection.

Processing

  • Bake converted meshes as assets: toggles between Session and Persist (Bake) modes.
  • Include Inactive Objects: decides whether the tool will target inactive meshes (example: hidden outfit in the hierarchy)
  • Match outfit meshes by bone name: Standard (recommended) to have this on, that way the tool won't create any extra controllers on additional outfit armatures (when using MA)

  • Weight Mode: Decides how the tool will rewrite weight when applying.

    • Replace (Standard): Writes all weight from Source bone -> _Jiggle bone.
    • Split: Alternative method that will split weight based on a float between Source bone and _Jiggle bone.

Exclude knee area from weight transfer

Toggle and foldout for settings related to knee exclusion.

  • Exclusion Range: controls gradient range.
  • Exclusion Intensity: controls how much influence to exclude (1 = complete exclusion).
  • Core Width: controls the size of the inner band of the gradient.
  • Gradient Smoothness: controls how smooth or sharp you want the gradient to be.

Enable experimental features

Foldout for existing and upcoming features that are added as experimental.

Vertical Thigh Jiggle: Experimental feature for adding a new V_Jiggle bone that is constrained in Y axis as well as offset to mimic vertical movement (compatible with standard features).

  • Max Split to V_Jiggle: controls the amount of weight to split for normal controllers (_Jiggle) to vertical controllers (V_Jiggle).
  • Gradient Start: controls the start of the gradient (from the start of upper legs).
  • Gradient End: controls the end of the gradient (from the end of upper legs).
  • VCTRL Back Offset (Z): controls how far the controller is offset in the Z-axis, higher offset causes more raw vertical movement.
  • VCTRL Max Angle: controls max angle of the vertical controller.

Preset

Choose between Built In and Custom. This is where you can load presets, or when using Custom, save / overwrite your own.

Custom presets are saved here: \Assets\Corner22\InertiaBonesData\Presets\Custom

Currently, the different Built In presets are categorized between Rotational and Angle:

  • Rotational: the standard PB dynamics (rotates on a single axis)
  • Angle: typical PB dynamics (Currently very limited and often requires extremely low Max Angle values)

Hinge / Max Angle

  • Use Hinge Limit (Axis Lock): Must be On for Rotational and Off for Angle Based movement.
  • Hinge Axis (Standard: Y): decides which axis the Hinge Limit operates on.
  • Max Angle: Self-explanatory (PhysBone parameter)

Endpoint

Tip

Testing showed that the length of the endpoint can affect the final PhysBone jiggle (Especially very short lengths)

  • Endpoint Position: Self-explanatory, but do note that they should be extended from X if working with Hinge Axis: Y, this is required for the Hinge Limit to function properly.
  • Endpoint X Sign Mode: simple setting for choosing whether endpoints should be Mirrored, Inverted or Manual (previewable with Gizmo preview).

Dynamics (Base)

Info

We recommend using the Advanced toggle so Spring -> Momentum, this is due to how much better Momentum works for jiggle.

All of these settings are just like the PhysBone component settings.

We recommend using Immobile Type: World Experimental to minimize unintentional jiggle from locomotion.

Any parameters with a (Base) suffix are used to control the influence settings.

Gizmo Preview allows you to preview endpoints (blue) and axis (orange)

Category Influence Settings

These are sliders that work directly off of the detected (or manually chosen) categories in your Bones list, these will let you control the "falloff" of the PhysBone jiggle depending on what category the source bones are. We recommend using generally high values on these sliders, as they can very aggressively make your PhysBone preset feel stiff / less jiggly.

Optional Upload Copy

This will apply the changes to a duplicated copy of your avatar, instead of applying them directly to your current active avatar.

Move MA Scale Adjusters

Toggle for automatically moving MA Scale Adjuster components on the source armature over to their respective places in the controllers. Will automatically move them back when removing controllers.

Reset UI / Run

  • Reset UI (Session): resets the UI to its default state.
  • Run Apply or Remove (Depending on which Mode is selected) : Runs the operations and applies the changes,

Debug / Maintenance

Small foldout on the bottom of the UI for debugging or maintaining tool backup and similar.

  • Clean Old Baked Meshes (Keep Last 2): will delete all GeneratedMeshes for the currently selected avatar so long as they are not in use (i.e not referenced by any SkinnedMeshRenderer) and older than 2.
  • Repair Backup References (Resolve Missing SMRs): will utilize several methods sequentially in an attempt to restore backup entries such as SkinnedMeshRenderer-paths and bone arrays.
  • Reveal Editor Data Root: reveals the hidden _InertiaBonesEditorData object that holds backup entries, used for debugging purposes. (SMR, Original Mesh reference, Original Bones)
  • Hide Editor Data Root: Simply re-hides the object.

Info

Detailed info regarding the Repair Backup References button and its reason for existing is written in the Known Issues section.