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Secondary motion without the rigging tax

Reactive Bones

Create the rig. Tune the motion. Add the collision you need.

A complete bone-based secondary motion toolkit for hair, tails, ears, straps, cables, soft-body motion, plants, and accessories—with setup wizards, rig painting, smart collision, wind, runtime forces, optimization, and debugging.

Rig painterSmart collisionWind + forcesRuntime budgets
Reactive Bones showcase card
Existing rigsChain discovery and setup wizard
No rigPaint and generate one in Unity
CollisionCharacter volumes and Unity Colliders
ScaleCulling, sleeping, and world budgets
What it solves

Create the rig. Tune the motion. Add the collision you need.

Reactive Bones is built around a visual, editor-first workflow. Use bones a model already has, or paint reactive regions directly onto a Mesh Renderer or Skinned Mesh Renderer and generate the bones, skin weights, and chains inside Unity.

From there, reusable profiles, centralized collision planning, ordinary Unity Collider interaction, wind, runtime forces, culling, and live diagnostics turn secondary motion into a system you can actually ship.

Core capabilities

A complete workflow, not a single trick.

The package connects authoring, runtime behavior, and the controls needed to integrate it into a real game.

01

Existing armature setup

Discover hierarchies, branching chains, multiple roots, rig problems, and virtual endpoints through the guided setup wizard.

02

Reactive Rig Painter

Paint hair, tail, or jiggle regions and generate bones, weights, chains, falloff, centerlines, and mirrored layers inside Unity.

03

Smart Collision Manager

Analyze characters, plan sparse capsule coverage, add manual volumes, preserve hand edits, and synchronize modular pieces.

04

Direct world collision

Interact with ordinary Unity Colliders using layer filters, trigger rules, self-collision rejection, friction, and broadphase limits.

05

Wind and runtime forces

Drive motion with global, spherical, or box wind zones plus persistent forces and one-shot impulses from gameplay code.

06

Production runtime controls

Use distance and visibility culling, smooth sleep and wake, teleport recovery, solver substeps, and adaptive simulation budgets.

The path through the tool

From first setup to production behavior.

The exact controls differ, but each STL Dynamics system is structured to get a first result quickly and leave enough depth for serious tuning.

Open Reactive Bones docs
01

Find or build the rig

Run the setup wizard on existing bones, or paint a mesh region and generate a non-destructive reactive rig.

02

Shape the response

Assign reusable physics profiles and tune damping, elasticity, stiffness, inertia, gravity, limits, and root-to-tip curves.

03

Connect it to the world

Plan character collision, enable selected Unity Collider interaction, add wind, and verify contacts and budgets live.

Documentation included

Go from first setup to the exact system you need.

7 focused documents are available in the STL Dynamics documentation hub for Reactive Bones.