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Rig Tool

Tool for making rigs, auto weight-painting and setting up FABRIK Solver.
This tool is part of a WIP development project, usage may change.
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The Rig Tool

The Rig Tool allows in game building of a rig, automatic weight-painting of a static mesh into a skinned mesh and as well as setting up a generic FABRIK Solver and Effectors.

Added Beta_2026.5.27.1300 to help with the development of Component:FABRIK_Chain but it can be used to create rigs for Dynamic Bone Chains and others. The auto rig feature was accidentally added during this process.

Where to get the tool

The Rig Tool can be found in the Resonite Essentials folder that every new user starts with in their inventory.

Using the tool

The tool currently has three main functions:

Creating/Selecting a Rig

An example of a bone chain created with the rig tool. Yellow is selected bone. Orange is Effectors. Meshes are created using RigBoneMesh

To create a new rig, from your context menu select 'Create New Rig'. This will create a yellow sphere at the tip of the tool.

To edit an existing rig grab the Rig component from an inspector and while holding, press secondary.

Bones are added by pressing primary and dragging out to a new position. The currently selected 'start' bone is in yellow, this is where new bones are created from, aim laser or put the tip of the tool inside and press secondary to select a different bone. This allows creations of branches.

'Destroy Bone' removes the currently selected bone, remapping and updating as required.

An inspector for the currently selected rig can be opened from the context menu.

Auto weight-paint (Optional)

Rig inside a static mesh.

If you have created the rig inside a static mesh, you can find and select and drag the reference to the Mesh Renderer for that mesh and while holding, press secondary. The mesh will flash and after processing convert the result into a Skinned Mesh Renderer.

Setting up FABRIK Chain

Once the rig is complete, selecting 'Setup FABRIK IK Solver' from the context menu. This sets up the required components.

The final (optional) step is to create Effectors that allow manual movement of the resulting chain. Selecting the desired bone and from the context menu 'Add Effector' will create this.

Once you are all done, you can 'Deselect Rig' from the context menu to clear visuals.

Video

See Also

Component:RigTool