Auto-Rig Pro

by Artell in Scripts and Addons


  • To upgrade from Lite to Full version, enter the coupon code below when purchasing:

    UPARPUP


    What is Auto-Rig Pro?


    Auto-Rig Pro is an addon for Blender to rig characters, retarget animations, and provide Fbx export, with presets for Unity and Unreal Engine. First developed as my own in-house rigging tool, i've released it a few years ago and it expanded quickly thanks to great support from the community!

    Want to try first? Download Mike, free character rig here.

    Rig features demo

    Getting Started with Auto-Rig Pro:

    Youtube Channel - Documentation - Frequently Asked Questions


    Rig fast with the Smart feature


    For humanoid characters, the Smart feature can automatically place the bones to speed up the process, after adding the green markers. The result remains editable.

    Non-humanoid characters can also be rigged without the Smart feature, manually (horse, dog...).

    Based on a non-destructive workflow, the final rig remains easily editable anytime after its generation. Check the product documentation and the youtube channel for more informations.

    Built for performances, allowing fast animation playback.

    Character examples: Mike (free), Anna, Kevin,  Nina and Alex

    Important note about skinning: If possible, use water-tight geometry for best auto-skinning results. Knowing the bases of Blender's skinning tools, weight painting, to fine tweak the bones influences is recommended. Read the doc for more informations.

    If you encounter any bugs please report it. Updates are free and will remain free. Also make sure to read the FAQ and the documentation to solve common issues.


    Modular - Fully Featured

    Customize the rig definition in a few clicks: fingers, wings, toes, spine bones, multiple neck bones, tail, breasts, ears and much more. Duplicate or remove limbs to rig spiders, centaurs... or whatever!

    Video tutorial, rig a centaur with the multi-limb feature: Centaur Rig



    Wings limb for advanced feathers rig: 


    Spline IK limb to rig ropes, tentacles, IK spine...


    Advanced Spline IK


    3 bones IK for quadrupedal creatures:


    Fingers IK-FK:

    Intuitive tool to edit the bone shapes, with automatic mirror:


    Customizable UI: fully editable layout, buttons positions, colors, background pictures... The picker panel dynamically updates, so you can select any bone from the separate panel easily.




    Remap

    The Remap feature allows retargetting of any armature action to another one, with different bone names and bone orientations, supporting imported .bvh/.fbx armatures for example. It's universal: works with Auto-Rig Pro, Rigify, custom rigs... Define the source armature, the target armature, and the animation will retarget according to the bones names matches and bones original orientation.

    It support IK feet, hands for accurate motion tracking, and an interactive offset tool to remap to different characters proportions.

    Video: Remapper demo



    Game Engine Export

    Auto-Rig Pro allows export to FBX format via a dedicated module, to proven engines such as Unity or Unreal Engine.

    2 export types: Universal to export the skeleton of any creatures, and Humanoid for bipeds only, with options for easy retargetting and root motion.

    • Support of multiple twist bones for optimal volume preservation in game engines, where dual quaternions skinning is not possible (top: single twist bone, below: 4 twist bones)



    • Unit conversion to initialize the scale transforms values to 1.0 in Unity and Unreal Engine
    • Unreal Mannequin compliant: support Mannequin bones hierarchy, bone axes conversion, bones naming
    • Automatic A-Pose
    • Support full facial rig, and advanced bones. "Twist" mode for secondary controllers, wrapped on bendy-bones for smooth curves effects, leading to 1:1 export compatibility in Fbx format


    • "Soft-Linking" for cheap stretchy bone effect, Fbx compliant
    • Actions are baked to the simplified rig
    • Animated shape keys (blend shapes) support
    • Selective/multiple action export
    • Root motion support


    Note: Glb/Gltf export is not yet embedded with Auto-Rig Pro, but the Cascadeur to Game Engines addon supports it!


    Bring your poses to the next level!

    The secondary controllers offer a unique control over the pose. Located all along the limbs, they're dedicated to fine pose sculpting, cartoon effects, bending, stretching, etc. Three deformations mode in option: Twist (exportable to Fbx and bendy-bones based for best compatibility), Additive (exportable to FBX), Bendy-Bones (Blender only).

    Just use them instead of corrective shape keys, or as a complement. Below a typical leg bent before and after tweaking the secondary controllers.



    Corrective shape keys can be created easily with a dedicated tool supporting IK-FK bone chains:


    Rig Layers

    Store bones, armature layers, objects and collection in custom rig layers to easily manage the character features: hide or show clothes, hair, bones controller...


    Tell Me More!

    Extensive list of what the addon has to offer:

    • Automatic bone placement solver based on mesh recognition for bipeds characters. Asymmetrical models supported.
    • Edit Reference Bones feature to modify the rig anytime you want. No need to redo everything if a bone is not where you want it to be.
    • Apply Pose as Rest Pose feature to quickly change the rest pose of the character, aligning reference bones on it and applying armature modifiers in a single click
    • Modular: only rig what you need. Fingers, toes, ears, breast, adjustable amount of spine, neck, twist bones, tail, and neck bones... Duplicate, remove limbs to rig creatures with multiple arms and legs.
    • Fingers auto-rotation option: bend when scaling the first phalange, pre-defined fist pose
    • Easy controller shape edition
    • Bone picker: Can be turned on/off, import/export presets. Customizable.
    • Colors customization
    • Cartoon compliant: stretchy spine, legs, arms...
    • IK-FK snap autokey compliant, snaps properly when unlocking all the leg/forearm rotation axis
    • IK-FK controllers auto hide
    • Hybrid IK pole / IK arrow vector
    • 2 or 3 bones IK chains for legs
    • Knees and elbows pinning
    • Head rotation locked or free
    • Bend all fingers in one click (fingers grasp), fist pre-defined pose, auto rotation of fingers phalanges from scale
    • IK/FK eyes
    • Auto-eyelid rotation
    • Multiple Child-Of constraints support for the IK hands and feet to change their parent space any time (e.g. if the character is driving a car, hands on the wheel, then grab the car door)
    • Complete set of secondary controllers for fine pose sculpt
    • Advanced facial setup with automated placement
    • Improved skinning based on Blender's heatmaps. Auto-splitting of multiple elements + voxelization. Compliant with the Voxel Heat Diffuse Skinning addon.
    • Shape keys drivers creation tool
    • Game engines support, FBX: Unity - Unreal Engine. Generic, Humanoid and Universal rig type
    • Bone remapper to retarget any armature action to another one, with different bone names and bone orientations. IK support. BVH, FBX files compliant, e.g. Mixamo animations.
    • Compliant with X-Muscle System for realistic muscles simulation
    • By buying this addon you support my work and the Blender foundation, its developers financially. A part of each sale is donated to them. It's worth a big thank you from the open source community, helping Blender remaining free and accessible for everyone! And obviously you ensure the funds for this addon next new features, bugfix. I'm making my best to constantly improve the beast, based on users requests and my own ideas. Have quick look at the release log below. You receive a notification when the addon is updated, and download it for free.

     

    Users Cases:

    Auto-Rig Pro is actively used in the film and video-game industry, a few examples:

    Usurpator: Video-game (Unreal Engine)

    Trail of Nanook: Video-game (Unity)

    Team Dronix: TV serie

    Gus: TV serie

    Julie Jamrock: TV serie (in progress)

    Escape Legacy: Ancient Scrolls: Video-game

    Mythfits: TV serie (trailer)

    And many more!...


    Updates:

    Make sure to uninstall the current addon before installing the new one and restart blender.


    --[3.63.22]--

    New/improved:
    Versioning: Blender 3.0 support! And still backward-compatible with Blender 2.8x, 2.9x versions.
    Rig: Feet and arms Z axis now points upward by default, which is more conventional. Warning, clicking "Match to Rig" will lead to wrong arms rotation when used with old rigs, enable "Old Arms Alignment" in the "Legacy" panel to fix it, or click "Update Armature" to correct old axes.
    Rig: Support for generating multiple Auto-Rig Pro armatures in the same file
    Rig: New "Soft IK" setting for legs, to avoid the typical knee pop when the leg is switching from straight to flexed pose.
         Note, this leads to slightly stretched bones in order to soften the IK pop, then this setting remains optional (Limb Options)
    Rig: New bind setting "Selected Bones Only" to bind only to selected bones
    Rig: The bind setting "Exclude Selected Verts" was changed to "Selected Vertices Only", leading to the opposite and more intuitive behavior
    Rig: The utility to convert Quaternions <-> Euler rotations can now bake only existing keyframes instead of all frames, selected or all bones, and supports all Euler orders

    Rig: The rig functions (snap IK-FK and others) are now based on bone selection, instead of active bone. This means bones can now be selected with box selection for example
    Rig: "Apply Pose as Rest Pose" now shows a warning if some instanced meshes are found (multiple users), since they're not compliant with it
    Rig: Armatures object transforms (location, rotation) are now unlocked by default
    Rig: Bones added as new limbs or limbs options, are now positioned properly when the armature object is translated or rotated.

    Smart: Support for multiple armatures in the same file

    Export: Support of NLA as a global animation track instead of exporting each action separately
    Export: For Unreal-Humanoid export, the IK Hand Gun animation is now supported

    Remap: Full refactor of the remap features for better performances/easier usage
           - New "Preserve" mode when clicking "Redefine Rest Pose".
             When enabled, the actual rest pose of the source armature remains untouched. It only takes a snapshot of the newly defined pose, and use it to offset the bones transforms when retargetting.
             If disabled (the old way) the actual rest pose is modified, and the animation is re-baked, based on the new rest pose
           - Freezing armatures object transforms is now optional, retargetting should work even with non-zeroed out objects coordinates (rotation different from 0, scale different from 1).
             A new "Show Freeze Warnings" button has been added to hide or show freeze warning prompts
           - Location/IK/Root remapping is now faster, the pre-baking phase is no more necessary
           - When redefining the rest pose, the rest of the menu is now hidden (it was wonfusing and prone to error to have all other buttons still visible)
    Remap: Custom presets can now be exported in the built-in list presets, for quick export-import


    Fixed:
    Rig: Harmless update issue when snapping IK-FK arms
    Rig: The "Align Skulls" setting was displayed incorrectly at the bottom of the row
    Rig: "Apply Pose as Rest Pose" crashing with hidden collections
    Rig: The 0-1-Reset shape keys drivers buttons were greyed out
    Rig: Ensures bones from duplicated limbs have correct color group
    Rig: The "Stretch Length" value of the FK bone was by mistake linked to the IK bone (silly)
    Export: The armature was not exported if it was selected but not active, while "Only Selected Objects" is enabled
    Export: Error when a bone was marked as custom bone, but already part of the base rig. It's now bypassed.
    Export: The ear bones weights were transferred to the head weight, while it's no more necessary
    Smart: Bug with the toes detection if the character had feet below the ground
    Remap: The "Add IK Cns" setting was not saved in preset



    Older Releases Logs


    Choose a product version:

    Sales 18100+
    Customer Ratings 203
    Average Rating
    Dev Fund Contributor
    Published over 5 years ago
    Software Version 2.79, 2.8, 2.81, 2.82, 2.83, 2.9, 2.91, 2.92, 2.93
    License GPL
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