Quick Start¶
Recommended First-Time Usage¶
If you are new to InertiaBones, it is recommended to:
- Duplicate your avatar before first use, or
- Enable the Create Upload Copy option in the tool UI when applying.
This is simply good workflow practice when introducing any new automation tool into an existing avatar setup.
While InertiaBones is designed to be consistent and crash-safe, creating a backup during your first use ensures you can freely experiment and become familiar with its behavior without concern.
Once you are comfortable with the workflow, this precaution is typically unnecessary.
Video Walkthrough¶
Basic Setup¶
- Open your Unity avatar project.
- Open InertiaBones from the Tools menu.
- Select the avatar you want to convert on by dragging it into Avatar Root.
- Select bones on your avatar you want to convert by dragging them into Source Bone.
- Choose a Built In preset or make your own.
- Click Apply and use play-mode to see the results.
- Redo the steps above until you are satisfied with the setup.
- When satisfied, make sure to use Scan & Fill to target all controllers, then switch on Bake converted meshes as assets.
- Click Apply to bake the affected meshes into assets that are prefab safe and survives reopening projects and similar.
- Done!
Info
InertiaBones is meant to be used as a final pass on your avatar before uploading. If you use any other tools that make changes to mesh / armature or similar, make sure to use them before applying InertiaBones.
Recommended Workflow¶
During tuning: - Use Session Mode - Iterate freely - Adjust settings without creating assets
When finalized: - Switch to Bake Mode - Apply once to bake - Let retention cleanup manage older versions
Important Early Notes¶
Warning
Persist Mode creates new mesh assets. It never overwrites existing ones.
Info
Omitting controllers in Bake Mode will trigger a safety warning if vertex influence still exists.