Generate Twist Bones (Alpha)
Improves the look of the elbow joint by generating twist bones covering part of the lower arm that is closer to the elbow.
It creates new twist bones with constraints, and automatically repaints the bones weights of all meshes of the avatar which use that bone.
🚧🚧🚧 This component is currently in an alpha phase. 🚧🚧🚧
At the moment, it only fully supports meshes that are part of the base mesh armature.
The current version will not be able to generate twist bones for additional meshes used by VRCFury Armature Link, and may not be able to generate twist bones for additional meshes used by Modular Avatar Merge Armature.
Both are intended to be supported in the future, but it's significantly harder to do so. The component is still released in this state of development as it is beneficial for the bare skin of your avatar.
Thank you for your understanding.
Video comparison of before, and then, after twist bones are added on the arm. Notice how the outlines bite on the elbow joint.
Left: Generate Twist Bones active / Right: Original avatar
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How to use
To use this component:
- Add a "PA Generate Twist Bones" component anywhere in your avatar.
- The tool will be setup to handle the elbow joint by twisting the part of the lower arm that is closer to the elbow.
If you're encountering difficulties with the use of this component, please report any issues on the Discord server. Thank you!
このコンポーネントの使用に問題がある場合は、Discordサーバーで問題を報告してください。 ありがとうございます!

🚧🚧🚧 This component is currently in an alpha phase. 🚧🚧🚧
At the moment, it only fully supports meshes that are part of the base mesh armature.
The current version will not be able to generate twist bones for additional meshes used by VRCFury Armature Link, and may not be able to generate twist bones for additional meshes used by Modular Avatar Merge Armature.
Both are intended to be supported in the future, but it's significantly harder to do so. The component is still released in this state of development as it is beneficial for the bare skin of your avatar.
Thank you for your understanding.
Option: Custom weight distribution
Vertices that are located inside the space between the lower arm bone and the hand bone are repainted based on their distance to the lower arm bone.
The component will use a linear weight distribution by default, meaning that the weight is directly proportional to that distance.
You can choose a custom Weight Distribution curve. The X axis of the curve represents the normalized distance to the lower arm bone.
The curve should look like a slope going uphill. Always keep the (0,0) and (1,1) points where they are.


Option: Bracelets and Wristwatches
If you're wearing arm bracelets, or a wristwatch, or any rigid object which is part of your arm as a SkinnedMeshRenderer (simple MeshRenderers do not count), you need to specify blendshapes that either show or hide those bracelets. These blendshapes are used to figure out which vertices are part of that bracelet.