How it works
Auto pairing
How the plugin decides which bone copies onto which.
Pairs are worked out for each animation, against that animation's own skeleton. Nothing is cached and nothing is typed in.
The rules, in order
- Anything in Explicit Pairs is applied first and wins.
- Every bone whose name starts with the IK Bone Prefix (
ik_by default) is a candidate. - Strip the prefix. If a bone by the remaining name exists, that is the source.
ik_foot_lfindsfoot_l. - Bones ending in anything from Ignored Suffixes are skipped.
A candidate that does not resolve is not an IK copy of anything, so it is skipped without comment.
What that gives you on the mannequin
| Source bone | Baked onto | Resolved by |
|---|---|---|
foot_l | ik_foot_l | prefix strip |
foot_r | ik_foot_r | prefix strip |
hand_l | ik_hand_l | prefix strip |
hand_r | ik_hand_r | prefix strip |
hand_r | ik_hand_gun | explicit pair |
ik_hand_gun is the weapon anchor. There is no hand_gun bone to strip down to, so it ships as the one default in Explicit Pairs.
Why chain roots are skipped
Moving a chain root drags its whole chain along with it, so ik_foot_root and ik_hand_root have to stay where they are.
Rule 3 would drop them anyway, since neither has a foot_root or hand_root to pair with. Ignored Suffixes rules them out on purpose rather than by accident.
Other skeletons
Because pairs resolve per animation, the same modifier works across different skeletons and any future retarget without reconfiguration. A skeleton using a different naming convention only needs IK Bone Prefix changing.