Sinew
Turn a connected custom model into an Animation Editor-ready Motor6D rig without moving its pose.
What you get
Select one Model, press Rig: Sinew infers the skeleton from touching parts, solves exact C0/C1 rest transforms, adds AnimationController and Animator, then verifies the result and explains what is wrong when it is.
How it holds up
One Ctrl+Z undoes Rig or Remove. Rerunning a correct rig changes nothing. Hand-made Motor6Ds are reported and never rewritten, and disconnected assemblies are refused before any partial rig exists.
What it does not do
Motor6D part rigs only — no skinned Mesh/Bone rigs, IK, retargeting or R6/R15 conversion. Maximum 512 parts. Offline: no HTTP, no telemetry, no runtime dependency.
The listing, word for word
Turn a connected custom model into an Animation Editor-ready Motor6D rig without moving its pose.
Select one Model and press Rig. Sinew: • infers a deterministic skeleton from touching or near-touching parts; • solves exact C0/C1 rest transforms; • adds AnimationController + Animator, sets PrimaryPart and unanchors movable children; • verifies the result and explains rig problems.
Safety: • one Ctrl+Z undoes Rig or Remove; • rerunning a correct rig changes nothing; • broken Sinew-owned joints can be rebuilt; • hand-made Motor6Ds are reported and never rewritten; • disconnected assemblies are refused before any partial rig; • offline: no HTTP, telemetry, account, loadstring or runtime dependency.
Limits: Motor6D part rigs only. No skinned Mesh/Bone rigs, IK, retargeting, R6/R15 conversion or pivot editor. Maximum 512 parts. Connected touching/near-touching assemblies only.
