• August 1, 2021

Auto-Rig Pro is an addon for Blender to rig characters, retarget animations, and provide Fbx export, with presets for Unity and Unreal Engine.


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.

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!

What’s New : New/improved:
– Rig: Mirror shape keys + mirror drivers (support corrective drivers, corrective bones)
– Rig: Set Auto-Stretch to 0.0 by default to new armatures
– Rig: IK-FK shapes are now scaled with linear interpolation drivers, to ease selection (before, bones were hidden). To apply to old armatures, click “Update Armature” in the Misc tab of Auto-Rig Pro
– Rig: IK pole position improved when snapping, now in-line with the knees/elbows
– Rig: New tweak twist setting for arm and thigh bones, to correct bad twisting with extreme arms/legs angles. To apply to old rigs, click “Update Armature”
– Rig: A log message now reports detailed changes when clicking “Update Armature”

– Skin: UI Cosmetic change, skinning features as separate engines
– Skin: Expose new setting: Smooth Twist Weights, Refine Head Weights (aka “Use Chin” previously), Improve Hips Weights
– Skin: The Voxel Heat Diffuse Skinning addon is now directly embedded as a binding engine (the addon must still be installed separately), supporting post-skinning improvement features of Auto-Rig Pro.

– Smart: Improved fingers detection with forearm rotated forward
– Smart: New options to set spine bones count, straight spine, spine troot orientation upward automatically
– Smart: Improved automatic knee position for IK pole constraints

– Export: New “Only Selected Bones” option to export only selected bones (Thanks to Jesper for contributing!)
– Export: New “Soft Linking” option to maintain animated bones scale to 1, allowing cheap stretch effect in game engines without actually scaling bones which lead to issues (Thanks to Jesper for contributing!)
– Export: New “Markers” setting for frame range, to export only frames between markers named “start” and “end” (Thanks to Jesper for contributing!)

Fixed:
– Remap: Incorrect fingers rotations with IK hands
– Remap: incorrect auto-detection side for right thigh
– Remap: Overrides compatibility was broken
– Smart: Fixed incompatibility with fingers detection in Blender 2.92
– Smart: Fingers detection issues when mesh rotation mode was set to “Axis Angle”
– Export: Error with unexpected custom properties
– Export: Bone transforms error when no animations were exported with UE options under certain circumstances
– Export: Fix offset in animation IK bones transforms
– Export: Clean temporary actions if necessary by clicking “Check Rig”
– Export: Soft-Link not applying to stretch bones, while using “Twist” secondary controllers
– Rig: Deleting the picker was broken
– Rig: Incorrect rotation of root bones as custom override shapes
– Rig: Set thigh twist StretchTo to Swing rotation mode for better results

Zippyshare

Mirror

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