Bonebrush 2.0 Creature Rigger Tool
Will it work on any mesh?
Complex or generated meshes can need cleanup, adjusted joints and weight correction. Around Head expects a fixed crown with surrounding hanging hair; Around Waist expects a shared closed waist boundary. Open capes, split garments and separate layers need their own setup and checks.
Does it include cloth simulation or collisions?
BoneBrush 2.0 uses spring-driven bone chains. Mesh collisions, self collision and Cloth simulation are not included. Collision work is planned for 2.1
Do I have to animate every hair or skirt bone?
No. On a new eligible Hair or Skirt rig, Auto Wiggle after Bind enables Timeline Wiggle. Animate the root, rig object or parent control, then play. Existing secondary animation, drivers or constraints are preserved rather than taken over. Bake the result for subframes, export or playback without BoneBrush.
What does Pose Test check?
Pose Test temporarily moves supported FK, IK or Spline IK regions so you can inspect the deformation. Test All previews testable regions in sequence; it does not automatically repair the mesh or certify the rig. Wiggle-only regions use Live or Timeline playback.
Do I need to know rigging?
Quick mode guides you through painting, skeleton, skinning and animation controls. Expert mode exposes hierarchy, joint transitions, weights and controller settings. You can refine the generated result at every stage.
Do I need to adjust the generated bones manually?
Sometimes. BoneBrush creates a starting skeleton based on your Face Sets, but unusual proportions or complex anatomy may require manual joint adjustment before binding. The generated armature remains fully editable.
Can I fix the weights after binding?
Answer:
Yes. After binding, click Edit Weights to switch into weight editing mode. Then Alt + Click a bone to select it and edit its weights on the mesh. You can continue refining the result using Blender’s standard weight editing workflow. If needed, you can also clear the weights and bind the mesh again with different settings.