Welcome to Bonera’s documentation!
Bonera is a Blender Addon that adds semi auto tool to help you in your rigging process. Instead of a full blown rigging system, Bonera’s goal is to add the “wrench and screwdriver” of your rigging process, aiming to speed up the tedious part of the manual rigging process
Overview
Bonera is an addon that provide a Set of Tool to Help to speed up the tedious part that is in the Manual Rigging Process.
The addon turned some of the more repetitive operator that sometimes solves using Simple Python script packed into a Toolkit Addon.
Instead of a full rigging system, Bonera seeks to be the “Wrench and Screwdrivers” of your rigging process. Can be Useful if you have a wierdly specific things need to be done that is related in rigging.
More Tool might be added to this addon if there are request to it.
Sections
Bonera is Separated Into 4 different Sections and Panels.
Preferences
You can Disable or Enable any of them in Preferences
HIGHLIGHTS
Speed Up Hardsurface Rigging Workflow
When dealing with Hardsurface Rigging, often time one needs to deal with multiple objects.Creating Bones and Adding the Object’s Vertex to Vertex Group can be a really Time Consuming Process



By Using the Bone Chain From Object Hierarchy Operator in Object Mode, You can set up bones quickly, especially for Hardsurface Model
Apply Bone Shape
Creating Bone Shape can be a Tedious Process, But most of the time, People Uses some a set of commonly used shape, You can use Premade Bone Shape and Apply to Bones Speeding things Up. You can Even add your Own Bone Shape by Adding your Own Widget in AddonDirectory/Bonera/Widget/Widget.blend, the added bone shape will be at the same place as the bone, so you can alter the shape however you like after

Bonera Toolkit
Bonera Toolkit is a Set of Tool to Help to speed up the tedious part that is in the Manual Rigging Process. It is a simple addition to your manual rigging workflow.
You can Access it through Side Panel or Menu using Shortcut
Panel
You can Access Bonera Toolkit in Side Panel

Operators
Bonera Toolkit is Split up into Different Category of operator.
Create Operators
Create Bone from Selected
Object |
Edit Mesh |
Edit Curve |
Edit Armature |
Pose |
DEMO








This Operator Create bone from Selected Objects / Elements base on the context.
This Operator can Create One Bone at the Selected Midpoint or It can Create A Bone for each selected items.

Prefix: Add Prefix to Base name Base on Preferences
Base Name: Base Name of the Bone
Suffix: Add Suffix to Base name Base on Preferences
Deform: Turn On/Off Deform for created bone

- Median
Create One Bone at the Selected Object / Elements
- Individual
Create Bones for each Selected Object / Elements

Create the Bones with the Hierarchy mimicking the Reference Object’s Hierarchy

Ways to Calculate Midpoint of the Objects
- Origin
Use Object’s Origin to create bone or calculate Median
- Geometry
Use Geometry’s Midpoint/Median for Mesh, Curve or Armature Object to create bone or calculate Median, Other type of Object will use it’s Origin
- Bounding Box
Use Geometry’s Bounding Box Center for Mesh, Curve or Armature Object to create bone or calculate Median, Other type of Object will use it’s Origin
Elements use to create the Bones
- Edit Mesh (Individual Mode Only)
Vertices
Edges
Faces

- Edit Armature / Pose
Center: Use Bone Center to Create Bone or to Calculate Median or Bounding Box
Head: Use Bone Head to Create Bone or to Calculate Median or Bounding Box
Tail: Use Bone Tail to Create Bone or to Calculate Median or Bounding Box


Create Bones For Bezier Handle

Parent the created bone to it’s reference bone, this only works in Edit Armature Mode, Individual Mode, and Own Armature Settings.
Method to bind the selected objects/elements to created bones

- Weight
Create Vertex Group and using the created bones for mesh Object
- Sub Options
Add Armature Modifier: Add Armature Modifier to relevant objects
Parent To Armature: Parent relevant object to Armature
Parent None Mesh: Parent Non Mesh Object to created Bone
- Parent Bone
Parent Object / Objects to created Bone
Hook Curve Points to selected


Set Up Bone’s Tail Position
- Offset Tail From Head (Global)
Offset the tail from the head by the offset Vector in the Global Space
- Offset Tail From Head (Local)
Offset the tail from the head by the offset Vector in the Local Space
- 3D Cursor
Use the position of 3D Cursor as the position of the bone’s tail
- Normal (Edit Mesh Only)
Offset the tail from the head by the offset Vector in using the Normal of the Edge Center, Face or Vertex as Angle
- Roll (Edit Armature and Pose)
Offset the tail from the head by the offset Vector in using the Roll of the Bone as Angle
- Extend (Edit Armature and Pose)
Align the Created bone to the Reference Bone’s, matching it’s orientation and roll
- Edit Mesh Mode:
- Edit Armature / Pose Mode:

The Vector Used to offset the tail
Flip the Position of the Head and Tail of the Created Bones

Name for New Armature or Pick a Existing Armature to Add Bone to
Choose to create New Armature or Use Existing Armature
- New: Create bone to a New Armature that uses the Name Above
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- Exist: Create bone to existing Armature above
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Set the Operator to Existing and Use the Created Armature After Creating the Armature
Edit Armature Or Pose
If you are in Edit Armaute or Pose Mode, you have more options
Own Armature (Individual Only): The Bone Created will be created on it’s own Armature
Active Armature: The Bone Created will be created on the active Armature Object
Choose Armature: Works the Same way other Mode

Create Empties from Selected
Object |
Edit Mesh |
Edit Curve |
Edit Armature |
Pose |
DEMO









This Operator Create Empty from Selected Objects / Elements base on the context.
This Operator can Create One Empty at the Selected Midpoint or It can Create an Empties for each selected items.
Name: Base Name of the Empty
Empty Shape: Empty’s Shape
Display Size: Empty’s Display Size

- Median
Create One Empty at the Selected Object / Elements
- Individual
Create Empties for each Selected Object / Elements

Ways to Calculate Midpoint of the Objects
- Origin
Use Object’s Origin to create Empty or calculate Median
- Geometry
Use Geometry’s Midpoint/Median for Mesh, Curve or Armature Object to create Empty or calculate Median, Other type of Object will use it’s Origin
- Bounding Box
Use Geometry’s Bounding Box Center for Mesh, Curve or Armature Object to create Empty or calculate Median, Other type of Object will use it’s Origin
Elements use to create the Empties
- Edit Mesh (Individual Mode Only)
Vertices
Edges
Faces

- Edit Armature / Pose
Center: Use Bone Center to Create Bone or to Calculate Median or Bounding Box
Head: Use Bone Head to Create Bone or to Calculate Median or Bounding Box
Tail: Use Bone Tail to Create Bone or to Calculate Median or Bounding Box


Create Empties For Bezier Handle
Parent The Created Empties to it’s Reference Object (Useful with Hook)

Ignore Objects with parents

Set Up Bone’s Tail Position
- Global
Set the Orientation of the Empty to be 0 in the global space
- Local
Set the Orientation of the Empty to be 0 in the Local space of the Reference Object
- 3D Cursor
Use the Orientation of 3D Cursor for the created Empty
- Roll (Edit Armature, Pose)
Use the Roll of the bone as Oreintation for the created Empty
- Normal (Edit Mesh Only)
Orient the Empty to the Normal of the Selected Vertex, Edge Center or Face
- Edit Mesh Mode:
- Edit Armature / Pose Mode:
Method to bind the selected objects/elements to created Empty
- Parent (Object Mode)
Parent Reference Object to Created Empty

- Hook (Edit Mesh and Edit Curve)
Hook selected Nurb Points, Bezier Points, Vertex, Edge or Face to Created Empty

- Parent To Bone (Edit Armature and Pose)
Parent Created Empties TO Reference Bone

Add / Apply Bone Shape
Add Bone Shape
Object |

Add Bone Shape will Append Choice of Bone Shape to the Scene
You can Add Your Own Bone Shape / Widget by Editing the Widget.blend File in the /Widgets folder in the Addon Folder

- Widgets
Pick the Widget that you want to Add
- Position
Add the Bone Shape at the Center or 3D Cursor
- Collection
Use Collection: Put the Widget Shape into a Collection
Collection Name: Collection Name to put the Widget into

Apply Bone Shape
Pose |

Apply Bone Shape will Append Choice of Bone Shape to the Scene and Apply to the Active Bone

- Scale to Bone Length
Turn on Scale to Bone Length Display Settings for the active bone
- Wireframe
Turn on Wireframe Display for the active bone
- Collection
Use Collection: Put the Widget Shape into a Collection
Collection Name: Collection Name to put the Widget into

- Tweak
Options To Tweak the Offset, Rotation and Scale of the Bone Shape
You can get live feedback of the tweak if you adjust it in the Pop Up at bottom left After Applying the operator

Adjustment
You can Tweak the Bone Shape and get the feedback Using the Pop Up Options At Bottom Left After Apply the Operator
The Bone Shape is Imported and Moved to the Exact Same Spot at the Bone, You can Edit the Mesh to Change the Bone Freely

Add Your Own Custom Bone Shape
You Add New Bone Shape By Editing Bonera_Toolkit/Widgets/Widget.blend

Just Create a Your Bone Shape in the Blend File, and rename it appropriately.
The Addon will automatically Use the Object Name with the prefix “WGT-”” removed.
Optional
There is a Script in the File that helps you to organize the object nicely in the scene, this does not affect the imported object in any way. It just make the scene looks neater
Bone Tool Operators
Bone Tools Are Tools that work with bones that are use for more specific scenario
Bone Chain from Object Hierarchy
Object |
DEMO



This Operator Generates a Bone chain from Selected Objects, Using Object’s Hierarchy
The Operator Creates the Bone Using the Object’s Name

General Settings

Prefix: Prefix Added to the Created Bone, leave it blank if you do not want any prefix
- Position Mode
Position to Create the Bone (Uses Origin for not relevant objects)
Origin: Use Object’s Origin
Geometry: Use Midpoint of Object’s Geometry
Bounding Box: Use Bounding Box Midpoint of Object’s Geometry
Recalculate Bone Roll: Recalculate Created Bone to Local Z
Connect Bone: Tries to Connect Bone If Relevant
Bone Settings

Individual Deform Bone:
Create Individual Floating Deform Bone that parented to the chain instead of directly weighted to the chain bone
Sub Connect Bone:
Create Sub Connect Bone if there is more than one child
Tail Option
For Individual Deform Bone and the Most Outer Child

Set Up Bone’s Tail Position
- Offset Tail From Head (Global)
Offset the tail from the head by the offset Vector in the Global Space
- Offset Tail From Head (Local)
Offset the tail from the head by the offset Vector in the Local Space
The Vector Used to offset the tail
Armature Option
Name for New Armature or Pick a Existing Armature to Add Bone to
Choose to create New Armature or Use Existing Armature
- New: Create bone to a New Armature that uses the Name Above
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- Exist: Create bone to existing Armature above
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Set the Operator to Existing and Use the Created Armature After Creating the Armature
Bone Chain From Curve
Object |
Edit Curve |

This Operator Generates a Bone chain from Curve, The Created Curve follows the direction of the curve

- Behaviour
- Object Mode
Create Bone Chain for all Nurb Points and Bezier Points for the Object
- Edit Curve Mode
Create Bone Chain selected Nurb Points and Bezier Points for the Object
General Settings

Prefix: Add Prefix to Base name Base on Preferences
Base Name: Base Name of the Bone
Suffix: Add Suffix to Base name Base on Preferences
Use Deform: Turn On/Off Deform for created bone
Connect Bone: Tries to Connect Bone If Relevant
Hook: Hook Curve Points to Created Bones
Bezier Handle (Edit Curve Only): Create Bones For Bezier Handle
Tail Option
For the Last Bone of each Chain

Set Up Bone’s Tail Position
- Offset Tail From Head (Global)
Offset the tail from the head by the offset Vector in the Global Space
- Offset Tail From Head (Local)
Offset the tail from the head by the offset Vector in the Local Space
The Vector Used to offset the tail
Armature Option
Name for New Armature or Pick a Existing Armature to Add Bone to
Choose to create New Armature or Use Existing Armature
- New: Create bone to a New Armature that uses the Name Above
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- Exist: Create bone to existing Armature above
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Set the Operator to Existing and Use the Created Armature After Creating the Armature
Add Single Driver Bone
Edit Armature |

This Operator Creates A Bone Driving a Property

Driven Options

Driven Property: Types of Driven Property
- Type of Property
- Custom Properties
- Object
Custom Property of an Object
- Data
Custom Property of an Data of the Object (Mesh Data / Armature Data / Curve Data)
- Pose Bone (Armature Object)
Custom Property of a Pose Bone
- Shapekeys (Mesh Object)
Shapekey to be driven by the Driver Bone
Object: Object with the property to be driven
Properties: The Property to be Driven
Driver Options

Driver: Property of the bone that drives the Driven Property
Space: The Space the Driver is using
Limit Options

Limit Constraints: Add Limit Constraint to the Driver Bone
Lock Transform: Lock the relevant Transform channel
Limit Min: Set the Minimum limit for the constraints
Limit Max: Set the Maximum limit for the constraints
Map Value to Min Max: Map the Value of the driven property from 0 - 1 to Minimum Limit and Maximum Limit
UI Settings
Info
Only Work if Driver setting is set to Location X

- Generate UI Bone:
Generate the UI Bone with bone shape Including a Label Bone, Slider Bar Bone, and Add A Slider Bone Shape to Driver Bone
- Label Bone:
Generate the Label Bone with it’s bone shape text object
Label Offset: Offset Amount of Label Bone From Slider Bone
- Slider Bar:
Generate Slider Bar with Bone Shape
Slider Bar Thickness: Thickness of Slider Bar
Slider Shape: Generate Slider Bone Shape for Driver Bone
Info
Driver Bone, Label Name Bone and Slider Bone will be generated with this. The Label will use the Property Name as Label, You can Edit the Bone Shape Label as a text object
Generate Driver Bone
Object |
Edit Armature |

This Operator Creates Driving Bones for A type of Properties Layout in rows / column

Armature Options


Armature Name / Picker: Armature Name for a New Armature or Existing Armature
New Armature: Create a New Armature for the Sliders
Driven Property

Driven Property: Types of Driven Property
- Type of Property
- Custom Properties
- Object
Custom Property of an Object
- Data
Custom Property of an Data of the Object (Mesh Data / Armature Data / Curve Data)
- Pose Bone (Armature Object)
Custom Property of a Pose Bone
- Shapekeys (Mesh Object)
Shapekey to be driven by the Driver Bone
Object: Object with the property to be driven
Layout Settings

Layout Settings:
Set the Layout setting to use Max Column or Max Row
Max Column
Max Row
Max Column / Max Row:
Max Column or Row before going to the next Row or Column
Layout Offset:
Offset Distance between the Sliders
Vertical: Vertical Distance
Horizontal: Horizontal Distance
Driver Options

Driver: Property of the bone that drives the Driven Property
Space: The Space the Driver is using
Limit Options

Limit Constraints: Add Limit Constraint to the Driver Bone
Lock Transform: Lock the relevant Transform channel
Limit Min: Set the Minimum limit for the constraints
Limit Max: Set the Maximum limit for the constraints
Map Value to Min Max: Map the Value of the driven property from 0 - 1 to Minimum Limit and Maximum Limit
UI Settings

- Generate UI Bone:
Generate the UI Bone with bone shape Including a Label Bone, Slider Bar Bone, and Add A Slider Bone Shape to Driver Bone
- Label Bone:
Generate the Label Bone with it’s bone shape text object
Label Offset: Offset Amount of Label Bone From Slider Bone
- Slider Bar:
Generate Slider Bar with Bone Shape
Slider Bar Thickness: Thickness of Slider Bar
Slider Shape: Generate Slider Bone Shape for Driver Bone
Info
Driver Bone, Label Name Bone and Slider Bone will be generated with this. The Label will use the Property Name as Label, You can Edit the Bone Shape Label as a text object
Bone From Vertex Group
Object |

This Operator Creates Bones from Vertex Groups

It Calculate the Median or Bounding Box Midpoint of the Vertex in the Vertex Group (Not Affected by Weight) and Create a Bone for it using the Vertex Group Name
You can Create Bone by choosing One Vertex Group or you can Create Bone for All Vertex Group
General Option
All Vertex Groups: Use All Vertex Groups

Vertex Group (All Vertex Groups Off): Pick Vertex Group

- Position Mode
Geometry: Calculate the midpoint of the Vertex Group
Bounding Box: Calculate the Bounding Box Midpoint of the Vertex Group
Deform: Turn On/Off Deform for created bone
Bind Option

- Add Armature Modifier:
Add Armature Modifier to Reference Objects
- Parent To Armature:
Parent Reference Object to Armature
Tail Option

Set Up Bone’s Tail Position
- Offset Tail From Head (Global)
Offset the tail from the head by the offset Vector in the Global Space
- Offset Tail From Head (Local)
Offset the tail from the head by the offset Vector in the Local Space of the Reference Object
The Vector Used to offset the tail
Armature Option
Name for New Armature or Pick a Existing Armature to Add Bone to
Choose to create New Armature or Use Existing Armature
- New: Create bone to a New Armature that uses the Name Above
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- Exist: Create bone to existing Armature above
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Set the Operator to Existing and Use the Created Armature After Creating the Armature
Generators Operators
Generate IK
Edit Armature |
Pose |

This Operator Helps Set Up IK for active bone
It Generate IK Controller Bone and Pole Bone if specified

This can be useful to Rig IK for Limbs
General Options

Chain Length: Chain Length the IK Constraint Use
Generate Pole: Generate Pole Bone
Pre Clear Constraint: Pre Clear Existing Constraint from the active Bone
Generate Pole: Generate Pole Bone
Pre Clear Constraint: Pre Clear Existing Constraint from the active Bone
IK Controller Options
IK Controller Create Mode:
Method of creating ik controller
Generate Bone: Create Controller at Tail of Active Bone, and Offset Tail from Head by Vector
Offset Vector: The Vector for Bone Tail to Offset from Bone Head
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Use Existing Bone: Use Existing Bone as IK Controller
Bone Picker: The bone to be use as IK Controller
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Copy Child: Copy the First Child of Active Bone and Use it as IK Controller
Constraint Child Copy: Constraint IK Controller to the Reference Child Bone
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Pole Controller Options
Pole Mode:
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Bone Bending: Create Pole Bone Base on the Bone Bending
Bone Roll: Create Pole Bone Base on the Bone Roll
Offset Distance: Distance Offset from the Active bone (Not Consistent)
Bone Roll and Orientation (Bone Bending):
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Align Bone Roll: Align Bone Roll to the Pole Bone (Avoid using this on Already Animated Rig)
Pole Tail Offset: Offset amount for Bone Tail From Bone Head
Generate Hydraulic
Edit Armature |
Pose |

This Operator Takes Two Bone, Create Target Bone, and Use Constraint to Track to Each Other
It Automatically Takes Active Bone as the First Bone, and the first Selected Bone in the index that is not the Active Bone as the second bone

Bone A: First Bone
A Target Name: First Bone’s Target Bone’s Name
Bone B: Second Bone
A Target Name: Second Bone’s Target Bone’s Name
Target Tail Offset: Vector that Offset Tail from Bone Head
Type: Type of Track To Constraint to Use
Lock Axis (Locked Track Only): Locked Axis for the Locked Track Constraints
Info
Just Select Two Bone and Run the Operator, The Bone Selection in the Pop Up is just for you to Make Correction for the Bone Selection
Utility Operators
Utility Tool that Helps in your Manual Rigging Workflow
Orphan Parents
Object |
Edit Armature |
Object Mode
Parent Object that have no Parent to Active Object
Edit Armature Mode
Parent Bone that have no Parent to Active Bone
General Options
This Operator Parent All or Selected Objects or Bones that have no parent to the Active Object or Bone
- Limit:
All: Orphan Parent on All Object/Bones in Scene to the Active Object/Bone
Selected: Orphan Parent on Selected Object/Bones to the Active Object/Bone
Parent Object to Bone by Name
Object |

This Operator Parent or Apply Weight Objects to an Armature Bones Base by matching the object name and Bone Names
General Options

Armature Object: The Armature Object to Match the Selected Objects Name to Parent to
Find:
Exact: Match the name only if the name are exact
Include: Match the name if the object name is include in bone name
Use Weight For Mesh:
Create Vertex Group for the Object instead of Parent to Bone if the object type is Mesh
Armature Modifier to Mesh Object: Create Armature Modifier for the Object if the object type is Mesh
Reparent Mesh Object To Armature: Parent Mesh Object to the Armature
Smooth All Weights
Object |
Edit Mesh |
Weight Paint |

This Operator Apply Smooth to All Vertex Group’s Weight Paint

General Options
Normalized: Normalize the Vertex Group weight
Iteration: The Amount Times The Smooth is Repeated applied
Create Vertex Group From Objects
Object |

This Operator Add Adds All selected object’s Vertex into A Vertex Group With It’s own Name
Info
This Operator will Execute immediately without Any Pop Ups
Constraint to Armature
Object |

This Operator Constraint All Bone from one Armature to Another Armature Bones based on Name
General Option

Armature From: Armature to give Constraint to
Armature To: Target Armature for the Constraint
Constraint Type: Type of Constraint
Constraint Selected Bones to Armature
Pose |

This Operator Constraint Selected Bone from one Armature to Another Armature Bones based on Name
General Option

Rig To: Target Armature for the Constraint
Constraint Type: Type of Constraint
Cleanup Operators
Operators that helps cleans up Armature or Object to start a Object or Armature a New Clean Slate
Remove Custom Property
Operator that removes Custom Property from Object, Armature Data, or Bones

- Parameter
armature: Removes Custom Property from active Object’s Armature Data
object: Removes Custom Property from active Object
editbone: Remove Custom Property from all Pose Bones in Pose Mode
posebone: Removes Custom Property from all Edit Bones in Edit Mode
Remove Animation Data
Operator that Clear your Animation Data from the Active Object
- that means it will:
Detach the object’s current Action
Remove All Drivers on the objects
and Remove NLA Tracks from the object
Info
This Operator will Execute immediately without Any Pop Ups
Remove Non Deform Bone
Remove all Non Deform Bone from Armature

- Move Bones to Layer 1
Move All Remaining Bone to Layer 1
- Clear Constraints
Remove Constraints from All Bone
- Unlock Transform
Unlock All Transform
Remove Bone Shapes
Remove Bone Shape from All bone in Active Armature
Info
This Operator will Execute immediately without Any Pop Ups
Pseudo Bone Layer
Select Armature Object

Pseudo Bone Layer is a Throwaway Layer System made just for temporary Bone Management to Group Bones together for Editing Purpose
This is not meant to be use as a Final Bone Layer System
The Pseudo Bone Layer Stores Bone Name in it’s layer and allow you to do different operation easily
Main Operator
Assign: Assign Bone to the Active Layer, Create one if there are no layers
Unassign: Unassign Bone from the Active Layer
Icons
- Layer Icons:
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Keyframe (Pose Mode Only): Keyframe the bone in Layer
Visibility: Toogle Hide / Unhide of the bone in the layer (Similar to pressing H to Hide)
Select: Toogle Select / Des, Create one if there are no layerselect of the bone in the layer
Deform: Set the Deform State of the Bone in the Layer
Remove: Remove Layer
- You Can Enable or Disable the Icons in Icon Expose
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Bone List
A Listbox that Shows the Bone Name Saved in the Active Layer, you can add or remove bone name manually
Icons
Visibility: Visibility of the Bone
Select: Select State of the Bone
Deform: Deform Property for the Bone
Reserve: Prevent this Bone Name to be removed from “Clear Missing Bone” if the bone is missing
Rename: Rename the Bone
Remove: Remove the Bone Name from the Layer
Missing Bone

Missing Bone: If there are missing bone, It will look like this, You can change the bone for the slot or Edit the name
Bone List Operator

Add By Name: Add a Bone Name to the Layer, Regardless if the bone exist or not. (Reserved will be on)
Clear Missing Bone: Remove Missing Bone that are not reserved from the layer
Batch Rename: Batch Rename the Bone in the Layer
Warning
Note: Because it saves bone name only, if you rename your bone then the bone is no longer affected by the layer
Pair List Renamer

Pair List Renamer is a Tool to Rename a list of name to another pair of list of name. This tool can rename Bone Name, Vertex Group, and Shapekeys
This tool is useful if you have two Naming Convention and you want to match rename multiple file of it.
You can Export the Renamer List as JSON file to be imported into other file for use.

Initial

When You First time Open the Panel, there is no Renamer List, and you need to Create One
Renamer List

Renamer List is a way to organize your renamer
Operator
Rename List
Using the List to Match Rename the Name on the Left to the Name on the Right
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- Object
Object to be Rename
- Mode
Bones (Armature Object): Match Rename the Bone using the Pair List
Vertex Groups (Mesh Object): Match Rename the Vertex Groups using the Pair List
Shapekeys (Mesh Object): Match Rename the Shapekeys using the Pair List
Load Name
Load Vertex Groups / Bones / Shapekeys Name into the list
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- Object
Object to be Rename
- Mode
Bones (Armature Object): Match Rename the Bone using the Pair List
Vertex Groups (Mesh Object): Match Rename the Vertex Groups using the Pair List
Shapekeys (Mesh Object): Match Rename the Shapekeys using the Pair List
Export & Import
Export or Import the List into Json File to be use in other blender file
Bone UI Slider Generator
Select Armature Object
Panel
Bone UI Slider Generator is a listbox that list out a list of name that wanted to be use to create a bunch of “Blank Slider Bones”

Generate Blank Slider
Edit Armature |
This Operator Generate Blank Slider (No Driver) Base on the Name in the List

Layout Settings

Layout Settings:
Set the Layout setting to use Max Column or Max Row
Max Column
Max Row
Max Column / Max Row:
Max Column or Row before going to the next Row or Column
Layout Offset:
Offset Distance between the Sliders
Vertical: Vertical Distance
Horizontal: Horizontal Distance
Limit Options

Limit Constraints: Add Limit Constraint to the Driver Bone
Lock Transform: Lock the relevant Transform channel
Limit Min: Set the Minimum limit for the constraints
Limit Max: Set the Maximum limit for the constraints
Map Value to Min Max: Map the Value of the driven property from 0 - 1 to Minimum Limit and Maximum Limit
UI Settings

- Label Bone:
Generate the Label Bone with it’s bone shape text object
Label Offset: Offset Amount of Label Bone From Slider Bone
- Slider Bar:
Generate Slider Bar with Bone Shape
Slider Bar Thickness: Thickness of Slider Bar
Slider Shape: Generate Slider Bone Shape for Driver Bone
Info
Driver Bone, Label Name Bone and Slider Bone will be generated with this. The Label will use the Property Name as Label, You can Edit the Bone Shape Label as a text object
Preferences
There Are Four Tabs in Bonera’s Preferences
General

Panel Name
Panel Name for the Addon
Section
Enable or Disable Panel
Operators
Enable or Disable Operators to Be Shown in Menu or Panel
Affixes List

Enable Affixes for Bone Name: Make Relevant Operator to Use the Affix System
Load Reccomended: Load the Commonly Used Prefix and Suffixes
Prefix & Suffix: The List to be use as Prefix or Suffix
Default Name

Pole Bone Prefix: Default Prefix for Generate IK Operator’s Generated Pole Bone
IK Bone Prefix: Default Prefix for Generate IK Operator’s Generated Controller Bone
Hydraulic Bone Prefix: Default Prefix for Generate Hydraulic Operator’s Generated Target Bone
Hotkey

Hotkey: Hotkey to bring out Bonera Toolkit Menu