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BONES tab ​

6.1 Auto Bone Generator ​

  • Fit: Auto (Adaptive), Chains, Branching.
  • Bone Style: Spacing (one bone every Bone Spacing, default 20 cm) or Absolute (same count per chain). Resample All Chains to Spacing re-samples the current rig.
  • Auto Bones: Selected Part / All Parts, Clear Bones of Part.

6.2 Manual bones, hierarchy, inspector ​

  • Place Bones (J), Move (T): Bind to Part Under Cursor, Move Children with Bone (Shift inverts for one move).
  • Skeleton Hierarchy: re-parent, To Root, Root to 0,0,0, Move Up / Down, Weld, Straighten.
  • Selected Bone Inspector: name (F2), position, parent, deformed part, simulation group, Wind Weight (Static / Max / Auto, Ramp, Arch, Match Same Level, Randomize), Insert Before, Chain Bones - / +, Snap, Delete.

6.3 Paint Weights (R) ​

  • Targets: Selected Bone (skin weight) and Pin (stillness). Modes: Add, Subtract, Smooth, Set Value.
  • While painting: Shift smooths, Ctrl inverts Add / Subtract. [ / ] brush radius, Shift+[ / Shift+] strength.
  • Apply to Selection, Smooth Weights, Reset Smoothing, Clear Target, Clear All Paint, Cloth Grid Skinning, Skin Blend Width.

6.4 Grass clumps (dense grass, many blades) ​

Rigging every blade creates hundreds of bones. Use clumps instead:

  1. Select a few representative blades spread over the patch, make them one part and Auto Bone it with 2-3 bones per chain.
  2. Put all remaining blades in a second part, set its Follow to the clump part and tick Grass.
  3. Each blade binds to one chain only (nearest root, similar direction), so blades never stretch between chains.
  4. Break up the clump look with W (per-blade variation), Wd (per-chain wind variation) and S (seed).

2021 Epic MegaGrant Recipient · Native Unreal Engine tools by ConceptAArt Labs