Automate your armature physics setups with this plugin.
A cloth-based bone collider plugin for animating armatures with physics. This setup works only on connected joint chains. Non-connected bones will require separate colliders.
An actual useful tutorial: https://www.youtube.com/watch?v=8rlhOAh5CiU
Based on the physics setup shown here: https://www.youtube.com/watch?v=uV5DE0CkUow
Prerequisite: Please ensure the armature is in its rest pose for the setup.
Select bones in edit mode.
Click “Initialise Collision Boxes” to create collision boxes for each selected bone
Scale and roll collision boxes to desired transforms.
Click “Bake Collision Boxes” to set up rig. “Bake with Pole Targets” can be selected to respect the rotation of collision boxes in the physics simulation (may result in undesired twisting).
(Optional) Fine-tune the “pin” vertex group of the collider object to meet stiffness requirements.
Added error handlers for excessively long bone/object names.
Fixed vertex group dependency cycles
Fixed parenting issues caused by object naming conflicts.