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Haggets edited this page Sep 1, 2021 · 8 revisions

After selection of the armature, designated helper bones will be given constraints that allow for them to deform the way they could do in engine if defined through a .vrd file. It is not a 1:1 recreation, it only includes rotational values and it is exclusive to Blender, meaning that it will not make them work in engine without said .vrd file defined.

The affected helper bones are as follows:

Shoulder

  • Driver Bone: Upperarm

Ulna/Wrist

  • Driver Bone: Hand

Ulna

  • Max Rotation: 50°

Wrist

  • Max Rotation: 90°

Elbow

  • Driver Bone: Forearm
  • Max Rotation: 45°

Knee

  • Driver Bone: Calf
  • Max Rotation: 45°

Notes

There are more helper bones in standard armatures (Such as the bicep) but not all of them are given a purpose (That i'm aware of) in game, so constraints are not added to them.

These rotational values can be modified to your desire, but the values given should be enough in the majority of cases. And if for any reason you do not want these constraints, you can simply hide the "Procedural Bone" constraint in the helper bone to disable it (Removing it will make the plugin recreate it when the armature is deselected and reselected).

Lastly, there could be a chance that the helper bones are configured with wrong orientations (Rotating the driver making the helper rotate on the wrong axis, or rotating the driver in the wrong axis making the helper rotate), while this may only really happen in heavily modified armatures, the orientations can be reconfigured in the "Map To" (Driver rotation) and "Map From" (Driver rotation) tab in the "Procedural Bone" constraint.

Examples

Left hand bone rotated 90°...

Without constraints

Without constraints

With constraints

With constraints