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DocsAuto pairing

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

  1. Anything in Explicit Pairs is applied first and wins.
  2. Every bone whose name starts with the IK Bone Prefix (ik_ by default) is a candidate.
  3. Strip the prefix. If a bone by the remaining name exists, that is the source. ik_foot_l finds foot_l.
  4. 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 boneBaked ontoResolved by
foot_lik_foot_lprefix strip
foot_rik_foot_rprefix strip
hand_lik_hand_lprefix strip
hand_rik_hand_rprefix strip
hand_rik_hand_gunexplicit 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.

INFO: A skeleton with no matching IK bones is reported and left alone. Nothing is written, so running the modifier over a folder with a mix of skeletons in it is safe.