Known Issues & Limitations¶
Known Issues¶
Unpacking prefabs or modifying armatures after applying the tool¶
Warning
Avoid unpacking prefabs or manually editing armatures on avatars that have already been processed with Apply, unless you understand how the backup system works.
Earlier versions exposed an edge case where unpacking prefabs (for example, outfit prefabs) could invalidate (partially break) stored backup references inside the hidden __InertiaBonesEditorData object. In certain situations, this prevented meshes from restoring correctly when running Remove.
This behavior has since been addressed. New safeguards ensure that backup entries remain consistent, and a repair button is available in the Debug / Maintenance foldout to rebuild backup data if necessary.
However, unpacking prefabs or manually restructuring the armature after applying the tool is not the intended workflow and may require manual review.
Known Limitations¶
PhysBone chains parented under converted source bones¶
The current version does not propagate InertiaBones jiggle motion to separate PhysBone chains that are parented under a converted source bone.
Example hierarchy:
Upperleg_R
├── Lowerleg_R
└── Belt_PB_R <-- Has PhysBone
└── Belt_PB_001_R
If Belt_PB_R has its own PhysBone component and is weighted accordingly, motion from the Upperleg_R InertiaBones controller will not propagate to that separate chain.
This limitation is planned for future improvement.
Info
Until this is properly implemented, a workaround is to manually parent those PB-bonechains to the _Jiggle bone of their respective controller, but Read the warning below first.
Warning
This is a manual workaround and is directly tied to the edge-case shown above (under Known Issues). Make sure to have a backup of your avatar or work on a _Upload copy if you are using this workaround, as it is not the intended workflow.
Iterative editing in Persist (Bake) mode¶
When using Bake converted meshes as assets, iterative editing is not supported.
Example scenario:
- Add 2 controllers and bake.
- Later add 2 additional controllers and bake again.
Result:
- The avatar will have 4 controllers.
- Only the controllers included in the most recent bake will affect the baked meshes.
For iterative workflows, it is strongly recommended to:
- Use Session-only mode
- Finalize your setup
- Then perform a single Persist (Bake) operation