Bone Zones provides a setup wizard for segmenting rigged characters into logical body sections without splitting source geometry into separate sub-meshes. Built for combat and interaction systems, the tool allows developers to detect incoming hits, query specific regions via physics interactions, and highlight mesh portions or attached hierarchy items on skinned characters.
Zone Setup and Physics Detection
The system streamlines collider generation and runtime zone queries across rigged skeletons:
Rig Segmentation: Divides rigged models into user-defined logical areas through a dedicated setup wizard, featuring an automated workflow alongside an advanced mode for manual refinement.
Skeleton Compatibility: Works with both Humanoid and non-Humanoid rigs, with built-in automatic recognition for standard Humanoid bone hierarchies.
Physics Generation: Automates collider generation for rapid prototyping, allowing full configuration of physics layers and collider types.
Hit Identification: Resolves the targeted zone directly from incoming physics queries, such as a RaycastHit or Collider collision event, using a single line of code.
Multi-Mesh Handling: Supports models containing multiple SkinnedMesh components on a single character hierarchy.
Visual Highlighting: Highlights designated portions of an animated mesh and automatically extends highlighting to objects linked within the hierarchy, such as equipped weapons.
Custom Zone Data: Attaches custom developer-defined metadata and extra parameters directly to individual zones.
Use Cases
Shooter Location Damage: Fits first-person and third-person shooters requiring accurate limb detection, headshot multipliers, and localized armor damage from incoming raycasts or projectile collisions.
Tactical Body Targeting: Useful for turn-based combat systems where players target specific monster or humanoid body parts to inflict status effects or disable limbs.
Interactive Combat Highlighting: Supports combat games that visually indicate selected target zones or weak spots on characters and attached gear during active targeting sequences.
FAQ
Does setting up body regions require modifying the 3D model?
No, the system defines logical areas directly on the existing skeleton hierarchy, allowing developers to highlight and identify parts of an animated character without splitting meshes or altering original assets.
Can the tool be used with third-party character controllers?
The asset includes direct integration support for InVector and Opsive UCC character controller frameworks.