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BoneWeaver

中文说明

Safety-first Blender tooling for turning Unreal Engine bone hierarchies into reviewable, physics-ready chains for BoneX and Wiggle.

Highlights

  • Run Auto Convert and Rebuild L-key Chains once to apply UEFormat-compatible bone reorientation to the active Armature and rebuild safe linear segments as native Blender connected chains.
  • Inspect parent, root, descendant, branch, and semantic secondary-chain scopes before changing selection or rest geometry.
  • Build an immutable Physics Graph from bone heads and hierarchy, with explicit terminal-tip evidence and branch continuation.
  • Preview proposed tails, roll, connectivity, warnings, and blockers before Apply.
  • Use conservative presets for BoneX rotation chains, Wiggle rotation/stretch chains, or opt-in visual chain cleanup.
  • Export only after transaction, digest, topology, mutation-ledger, and neutral evaluated-mesh validation succeeds.

Safety contract

Analyze, hierarchy inspection, and semantic discovery are read-only. Apply and the one-click conversion may change only EditBone tail, roll, and use_connect. They do not rebind meshes, recalculate weights, apply pose as rest pose, recreate Armature modifiers, or create production proxy bones.

Scoped Apply consumes an exact frozen plan and keeps its strict validation contract. The one-click action uses force-complete mode: Action, NLA, Driver, Constraint, Pose, B-Bone, parenting, envelope, modifier, and mesh diagnostics are advisory and never block conversion. It still writes a persistent Snapshot; Blender editing exceptions roll back, and Restore refuses to overwrite later manual edits. See the full safety contract.

Requirements

  • Blender 4.2 or newer
  • An imported Unreal-style Armature; associated weighted meshes are recommended
  • No external Python packages

BoneX, Wiggle, Auto-Rig Pro, and UEFormat are optional workflow integrations, not bundled dependencies.

Installation

Download boneweaver-0.3.1.zip from the v0.3.1 release. In Blender, open Edit > Preferences > Extensions > Install from Disk, select the ZIP, and enable BoneWeaver.

Quick start

  1. Import the UE model and preserve its original weights.
  2. Select its Armature and open 3D Viewport > Sidebar > BoneWeaver.
  3. Click Auto Convert and Rebuild L-key Chains at the top of the panel. It starts immediately with no second confirmation and no policy blocker.
  4. BoneWeaver reorients eligible bones, rebuilds maximal linear segments with native use_connect, validates the result, and stores a persistent Snapshot automatically.
  5. In Edit Mode, hover a converted segment and press L to select the linked native chain. Branch boundaries remain separate by design.
  6. Use Restore Pre-conversion State if the result is not wanted. Restore refuses to overwrite later manual edits.

The existing scoped Physics Graph workflow remains available below the one-click box for selective BoneX/Wiggle preparation and detailed preview.

Hierarchy inspection and semantic discovery

Hierarchy inspection shows cached Parent/Root/Descendant overlays without changing selection. Named Select actions change only temporary bone selection; Use for Conversion explicitly freezes that result as the next Analyze scope.

Semantic discovery scans the Armature for hair, ribbon, skirt, tail, and accessory candidates. Candidates require confirmation and never flow into Apply automatically. Ambiguous branches require an explicit continuation choice.

Validation and recovery

The scoped Physics Graph Apply blocks when Actions, NLA, drivers, constraints, pose state, connected external children, branch ambiguity, low-confidence terminals, or mesh/modifier drift make the conversion unsafe. A successful Apply records a field-level mutation ledger. Export also performs an independent second-process reopen validation before reporting success.

These blockers do not apply to the panel-top one-click action in v0.3.1. Its diagnostics remain visible as an automatic-compatibility count after conversion.

Tested release

BoneWeaver v0.3.1 was validated with Blender 5.2.0 LTS RC build 710df102694f:

  • 223 Blender-hosted automated tests passed with zero failures or errors.
  • A combined force-complete fixture containing Action, NLA, Driver, non-identity Pose, bone/object Constraints, B-Bone segments, Bone parenting, envelopes, duplicate Armature modifiers, and shared Armature data completed in one click with zero blockers and exact Restore.
  • A fixed UEFormat 1.0.0 comparison covered 154 eligible bones: maximum direction error 0.033878°, maximum length error 1.164412e-7, with unchanged heads, parents, and sockets.
  • The one-click workflow passed on a raw 157-bone .uemodel and an existing x1.blend: native L selection worked on finger, hair, ribbon, and spine chains; a second run was idempotent; exact Restore passed; both source hashes remained unchanged.
  • The release ZIP passed an isolated install and repeated registration cycle.
  • Archive: boneweaver-0.3.1.zip
  • Size: 186108 bytes
  • SHA-256: 1FDFBA24BD878E07EA3FC194D8D8477F8FD6765B0FD5093154A006BDFD660987

Known limitations

  • The one-click tool reorients rest-bone display geometry; it does not rewrite UEFormat post_quat animation metadata or retarget animation bases.
  • Blender 4.2 is the manifest minimum, but this release's local executable validation was performed on the Blender 5.2 build above.
  • BoneX/Wiggle runtime behavior still requires project-specific manual tuning.
  • Existing Actions, NLA, drivers, non-identity pose, related constraints, and unsafe branch/terminal evidence intentionally block only the separate scoped Physics Graph Apply; they do not block one-click Quick Reorient.

Documentation

Development

See CONTRIBUTING.md for the Blender-hosted verification and packaging gates. Security issues must follow SECURITY.md.

License

BoneWeaver is licensed under the GNU General Public License v3.0 or later. See LICENSE.

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A safety-first Blender extension for inspecting, validating, and converting Unreal Engine bone hierarchies into physics-ready chains for BoneX and Wiggle.

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