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Bone Edit Snapper by Melo Wilo

Bone Edit Snapper is a lightweight Blender add-on designed to help riggers snap bones precisely during armature editing, making skeleton setup faster and more accurate.

Free

PRODUCT OVERVIEW

AT A GLANCE

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BLENDER

Built natively for Blender, supports Blender 4.0 & 5.0

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PRODUCTION READY

Designed for real-world animation workflows, from blocking to final polish.

Setting up a clean skeleton is one of the most important parts of a successful character rig. However, placing bones accurately can often become a tedious process, especially when aligning them to geometry or matching existing structures.

Bone Edit Snapper simplifies that workflow.

This add-on allows riggers to snap bones directly to geometry elements such as vertices, edges, and faces, making it easier to position armatures with precision. The tool integrates directly into Blender’s rigging workflow and provides a faster way to build clean skeletal structures.

By removing guesswork and manual adjustments, Bone Edit Snapper helps artists focus on building better rigs rather than spending time on repetitive positioning tasks.

Features

Flexible Single Source Definition:

  • Drag & Drop any Object or Armature to the “Source Drag & Drop” field.

  • Use “Pick Source Bone” (eyedropper) to select a Pose Bone in the viewport.

  • Use “Set as Source” to use the currently active Object, Pose Bone, or Edit Bone.

Batch Bone Creation:

  • Maintain a list of source Objects.

  • Create a new Edit Bone for each item in the list with a single click.

  • Manage the list (add selected objects, remove, clear, reorder).

Precise Alignment & Length Control:

  • Set a target length for new bones.

  • Option to keep the current length of an existing bone when snapping.

  • Align the bone’s tail along the X, Y, or Z axis (or their negatives) of the Source Item or World Space.

Automatic Roll Alignment:

Option to automatically calculate and set the bone’s roll to match the source’s orientation, ensuring the bone’s local Z-axis is sensibly aligned. This helps with IK pole targets and FK rotations.

Automatic Skinning:

  • Optional one-click skinning of the source MESH object(s) to the target bone(s).

  • Creates vertex groups and assigns 100% weight for all vertices.

  • Adds an Armature modifier to the mesh if one doesn’t exist or doesn’t target the correct armature.

Context-Sensitive UI:

  • Operators are enabled/disabled based on the current context (e.g., Armature Edit Mode, active bone, defined source).

  • Informative messages guide the user.

Software
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Wilhelm Ogterop is an animator & technical artist specialising in animation tools and pipeline development. His work focuses on building systems that simplify complex workflows, allowing animators to focus on performance while maintaining production efficiency.