ABMX (also called BonemodX) adds a second layer of sliders on top of Maker’s normal ones: scaling, stretching, and repositioning individual bones far beyond what the base game exposes. They show up in yellow so you can tell them apart from native sliders at a glance.
Where to find them
They’re not tucked into a separate tab. They’re mixed straight into Maker’s existing categories (Face, Body, Breast, Arms, Legs), right alongside the sliders they extend. Look for the yellow ones under sections like Eyes, Mouth, Torso, Thighs, Hands, and individual fingers.
[Image: a Maker face tab showing native sliders next to ABMX’s yellow ones]
XYZ mode
By default each ABMX slider scales a bone uniformly. Flip on Split XYZ scale sliders in the sidebar to get separate X, Y, and Z sliders per bone instead of one combined one, useful for stretching something in just one direction. Uneven scaling can distort a mesh during animation, so use it with a light hand on anything that needs to move a lot.
The Advanced Bonemod Window
For anything not already surfaced as a slider, open the Advanced Bonemod Window from the sidebar. It gives you:
- A searchable list of every bone on the character (supports
*and?wildcards). - A favorites list, so the bones you use most stay one click away.
- Full scale / position / rotation / length control per bone, with no slider range limit.
- An on-screen gizmo for dragging a bone directly instead of typing numbers.
[Image: the Advanced Bonemod Window with the bone search list and gizmo]
A couple of settings worth knowing
- Increase slider limits 2× roughly doubles how far the normal sliders can go (most go from a max of 3 to a max of 6). It only takes effect after Maker restarts, and it’s really meant for pushing extreme designs, not everyday tweaks.
- Reset button restores saved card value decides what a slider’s reset button snaps back to: the value baked into the loaded card (on, the default) or a neutral 1.0 (off).
Everything you set is saved straight into the character card, coordinate by coordinate, so different outfits can carry different bone edits. There’s no separate preset file to manage.