# Ep.7 — Edit Utils · Quick Connect · Bone Stretch/Squash

https://youtu.be/NveCoPYTWnc?si=8lRmeFFkgfdlrZbN

## Overview

The **Edit Utils** tab contains tools used during the **rig editing and connection** phase.  
Its **role differs from Ani Utils** (animation) — riggers and TAs primarily use Edit Utils when **modifying the rig**.

## Edit Utils vs Ani Utils

| Tab | Who · When | Examples |
|-----|-----------|----------|
| **Edit Utils** | When **creating or modifying** rigging | Bone connection, disabling Stretch |
| **Ani Utils** | When **animating** | Keys, pose mirror, reset |

## Quick Connect — Linking Controllers to Bones

Connects **"move this controller and that bone follows"** in one step.

### Steps (video order)

1. Open **Edit Utils** → Quick Connect area.
2. Add the **driver side** (controllers) to the **controller list**.
3. Add the **driven side** (skin bones, etc.) to the **bone list**.
4. **Find** — auto-selects **name-matched pairs** like Left Arm ↔ Left Arm.
5. Select **Local Matrix Auto Parent** as the connection method → click **Connect**.
6. Move the controller and verify that the **bone follows**.

**Why Local Matrix Auto Parent is recommended:** The structure is **simple**, and it tends to keep **position and rotation close to 0** after connection (also related to simulation tools and Spring Magic in Ep.11).

### Other Connection Methods

- Supports multiple methods such as Point Constraint and Wire Parameters.
- In most cases, **Local Matrix Auto Parent** alone is sufficient.

## Turning Off Stretch / Squash

BipedPlus supports **Stretch & Squash**, but not every bone needs it enabled at all times.

### Why Turn It Off

- When scale is applied to a bone with Stretch **enabled**, the **skinned mesh may stretch along with it**.
- Bones that **will not use Squash & Stretch animation** should have the **Stretch option set to OFF**.

### How To

1. Select the target **bone** in Edit Utils.
2. Turn **off** the **Stretch / Squash** related option.
3. Also check **Align** related options.
4. Test pose and scale → confirm that the **skin tears less**.

> This option may not be available in the Max default Skin Modifier alone, so it is managed in **BipedPlus Edit Utils**.

## Custom Bone Length (Bone Tip)

- Adjust the **bone tip length** in the viewport for a **cleaner appearance** (video second half).
- Using this with **Stretch OFF** cleans up the **display only** without affecting animation.

## Notes

- Matching **naming conventions** (Left/Right, Ctrl prefix, etc.) before connecting makes **Find** accurate.
- **Stacking multiple connection types** can cause conflicts → prioritize **Local Matrix Auto Parent**.
- **Decide in advance** which bones will have **Stretch ON** for animation effect and which will be **OFF**.