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Remove Bones

Deletes named bones and redistributes their vertex weights onto the bones that remain, so the mesh stays fully skinned. Stripping twist bones, facial joints or an IK chain a target engine will not ...

Remove Bones node

The Remove Bones node

When to use it

Deletes named bones and redistributes their vertex weights onto the bones that remain, so the mesh stays fully skinned. Stripping twist bones, facial joints or an IK chain a target engine will not accept, without hand-editing weights.

Remove Children is the surprise. Off, a removed bone's children get re-parented and survive. On, naming a limb's root makes the whole limb disappear.

Weights go to the parent, so removing a chain piles all of that influence onto one joint and the deformation there stiffens up. Check the result at extreme angles, not at rest.

How to use it

  1. 1

    Connect the rigged mesh

  2. 2

    List the bones to remove, one per line

  3. 3

    The output carries the smaller skeleton

Pins

Pin Type Description
Mesh Mesh The rigged mesh to strip bones from.
Pin Type Description
Mesh Mesh The mesh with a smaller skeleton. Weights from the deleted joints move up to the nearest surviving parent.

Settings

Setting Type Description
Bones Text Bones to delete, one per line. Names have to match exactly, so a typo silently leaves that bone in place, and the root is never deleted whatever you type here. Shift+Enter adds a row.
Remove Children True/False Also delete every joint parented under the ones you named.

Learn more

Morph full body MetaHumans and skeletonsRead the walkthrough on meshmorpher.comhttps://meshmorpher.com/blog/morph-full-body-meta-humans-and-skeletons