I’m happy to release version 1.3 of Stretchy Bones Creator. You can download the latest version from post #1 of this thread.
Here’s what’s new:
“Click to Create Bones” now has the ability to mirror bone chains on any axis as you create them. This roughly cuts the time to layout the bone chains in half. Here is an example .gif showing how this functionality is implemented (remember, this is all organized into the layer manager too):

Choose an axis to mirror on, then click to begin dropping point helpers. Right-click to build the chain, ESC to cancel creating both chains. These bone chains are built from the pHelpers.pos, so no flipped matrices on the bones either. Easy, like it should be. 
Another new feature is QuickSkin:
[img]http://www.garrickcampsey.com/media/SBCv1p3-quickSkin-1.gif[/img]
QuickSkin allows you to quickly toggle common rigging options back and forth with a single click of a button. No longer do you have to unfreeze the mesh, then turn off the turbosmooth, then click the skin modifier, etc... Just select the mesh you're developing the bone chains on, then click QuickSkin it. This creates a box equal to the objects boundingBox, then skins the mesh to the box at 100% weight. This gives you a good starting point for adding in bones individually. Click 'Open Skin' to pop open the skin mod with the weights dialogue opened up. Click 'Close Skin' to close the skin mod, close the weight dialogue and freeze the mesh. I've also added in toggles for Xray mode, Turbosmooth, and Freeze, so you can jump between different setups extremely fast. You can also do operations out of order, like freeze the mesh, then turn on turbosmooth and xray (without ever unfreezing the mesh). I made this because I found myself constantly going back and forth between animating controls and weighting verts, and each task required the mesh to have different properties. So instead of 5 clicks, it's just 1 click. Over the span of hours, this saves you thousands of clicks.
Finally, here is the model shown above with some basic rigging done to the eyes and mouth:
[img]http://www.garrickcampsey.com/media/SBCv1p3-creatureDev1.gif[/img]
The above setup breaks down as: 20 minutes laying out bone chains, 2 hours skinning. Most of the work is focused on the vert weighting and building poses to test the weighting against. I personally believe that no algorithm will ever match a human's ability to weight verts, so I'm not even going to think about an 'automated solution' when it comes to skinning. In the end, a human hand has to fix it. This script can work on any mesh, and it's up to you how the bones are arranged.
Bug fixes:
SBC actually recognizes pre-existing bone chains now, single digit and 2 digit numbers supported.
Try Catch() statements now control error prone buttons so the script breaks less.
More updates to the script will happen as I discover new ways to rig quickly and efficiently.
As always - any bugs, thoughts, ideas, hatemail: garrick at garrickcampsey dot com.