Auto-Rig Pro
What is Auto-Rig Pro?
Auto-Rig Pro is an addon for Blender to rig characters, retarget animations, and provide Fbx/Gltf export, with settings for Unity, Unreal Engine, Godot.
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!
Tip: If you want to be notified when a new version is released, then consent to receive emails from creators.
Want to try first? Download Mike, free character rig here.
Useful links:
Documentation - Learn here!
Frequently Asked Questions
Youtube Channel - Tutorials and demos
X (Twitter) - Follow development
Joris' Rig Library for Auto-Rig Pro - 24 animated rig presets
Quick Rig - Turn a skeleton into Auto-Rig Pro control rig
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 information.
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 anything that makes more or less sense.
Advanced, customizable facial:
Wings limb for advanced feathers rig:
Kilt limb to rig kilt, dresses, skirt-like clothes
Spline IK limb to rig ropes, tentacles, IK spine...
3 bones IK for quadrupedal, digitigrade creatures:
Fingers and Toes 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.
Game Engine Export
Skeleton export to FBX/GLTF format. Complies with Unity, Unreal Engine, Godot...
Export Types:
Universal to export the skeleton of any creatures
Humanoid for bipeds only, with options for easy retargetting and root motion in game engines
- 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 for UE4/UE5
- 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
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:
Joints Fans are helper bones in option, allowing correct volume preservation in tricky areas such as elbow, wrist, thigh, knee, even if "Preserve Volume" skinning (Dual Quaternions) is disabled.
ChildOf Constraints Switcher
Easily switch and snap from one ChildOf constraint to another with the automatic ChildOf switcher (universal tool, compatible with any rig)
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...Built to Last
Blender is constantly improving and updating, and so is Auto-Rig Pro. But even though upgrades are nice, we don't want to miss the old rigs because of compatibility issues with newer versions. That's why backward-compatibility is always ensured at all costs, even if it involves a lot of maintenance on the code side. A legacy menu takes care of preserving features from the past. And if necessary, an "Update" button will upgrade the rigs automatically to the latest requirements, no loss!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, GLTF: Unity - Unreal Engine - Godot. 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
Users Cases:
Auto-Rig Pro is actively used in the film and video-game industry.
Games:
Eternight
Fabledom
Manor Lords
Usurpator
Trail of Nanook
Escape Legacy: Ancient Scrolls
Films, TV Series:
Magic Campers
Gus
Team Dronix
Pachyderme
CoopTroop
Updates:
Make sure to uninstall the current addon before installing the new one and restart blender.
--[3.72.39]--
New/improved:
- Version: Blender 4.2 Extension compatibility
- Rig: Facial: New "Use Translation to Rotate Jaw" toggle in Limb Options, to rotate the jaw instead of translating by default
- Rig: Custom Shapes: New "Apply Transforms" to apply/zero-out the per-bone custom shapes extra transforms (loc, rot, scale)
- Rig: Warning, spine breaking update. Cleared inconsistencies in the spine bones hierarchy and deform settings, regarding _bend and _base spine bones with Secondary Controllers set to "Twist". It is now fixed but can alter existing animations and skinning. This change was unfortunately required to fix inconsistencies and further develop the spine rig.
- Rig: Spine _bend controllers are now white by default
- Rig: New Reversed spine setting in the spine Limb Options. Reversed spine is useful to rotate the spine hierarchy from the chest, instead of the pelvis.
- Rig: New "Align Bend Controllers" parameter in the spine Limb Options. Useful to manually tweak the c_spine_bend controllers after Match to Rig, in Edit Mode
- Rig: UI: Arm and Leg Limb Options have now tabs at the top of the menu, for clarity
- Rig: Fingers: Independent Pinky finger in Limb Options, so that the pinky metacarpal can be rotated without dragging other fingers (pinky auto)
- Rig: Fingers: Revised the pinky auto feature, so that the constraint influence is properly spread among fingers, if middle or ring fingers are missing
- Rig: Fingers: IK Poles are now parented to the IK target by default ("Tip Ctrl")
- Rig: Toes: New IK parent and shape settings in Limb Options, similar to fingers
- Rig: UI: Spline IK Limb Options now have tabs (Main, Relations...)
- Rig: Spline IK: The scale space of masters controllers is now an option, can either inherit the main stretch bone scale, or c_spline_root scale
- Skin: A warning message is displayed if mesh objects have non-zeroed out Delta Transforms values.
- Skin: New "Update Vertex Groups" setting in Limb Options of spine, arm and leg limbs. This avoids the tedious re-binding phase when changing only Secondary Controllers
- Addon: Changed the addon category from "Animation" to "Rigging"
- Addon: Preferences are now saved to an external file when clicking the "Save Preferences" button in the addon preferences. Then they are automatically restored when installing a new version of the addon.
- Remap: New "Only Containing" text box when remapping multiple animations, to filter actions containing only the given keywords
- Remap: UI: Moved Location button next to "Set as Root", and hide IK settings when not enabled
- Remap: Copy Frame Range and Cyclic settings from the source action to the remapped action
- Remap: New Import and Export functions in the multiple actions menu
- Remap: Multiple Anims: Moved Import and Export buttons at the top, and removed OK and Cancel buttons that were useless here, avoiding to scroll down in case of numerous actions
- Remap: Multiple Anims: Remapped actions are no more remappable by default
- Rig Tools: Rig Layers: Bones part of the current set can now be displayed in the interface by clicking the eye icon button
- Rig Tools: make sure to keyframe even locked axes of forearm FK and leg FK bones when baking
- Rig Tools: Spline IK-FK Baking support
- Rig Tools: Optimized IK-FK arm baking performance, the loop was erroneously iterating more than necessary over the arm bones
- Rig Tools: New "Time" button in the bake menus, to set global current action frame range
- Rig Tools: Spline IK-FK snapping has been improved with an algorithm that refines iteratively the IK to FK chain snap. More settings to fine-tune the snap function. Warning, snapping while stretching the Spline is still not properly supported due to the complexity of the Spline IK behavior and rig
- Rig Tools: IK-FK snap operator now supports all selected bones
- Export: The "Only Containing" setting was replaced with a single search box to simplify, and the eye icon to show exportable actions was removed, since it was not relevant
- Export: A Spline IK limb replacing a Spine limb is now supported in Humanoid export. The root/pelvis spine bone is still required though, the Spline IK should be parented to it.
- Smart: Ears can now be disabled from facial markers
Fixed:
- Addon: Check for Update: compatibility issues with 4.2
- Addon: Check for Update: could not get the correct addon version
- Export: FBX: compatibility issue with 4.2
- Export: Saving presets returns an error when an action is not found in the Action List
- Export: Spline IK curves visible after exporting
- Export: Spine bones exporting incorrectly since latest changes
- Export: Spine bones exporting incorrect skinning since latest changes
- Export: Quick Rig Preserve skeleton were not properly supported when exporting multiple actions
- Export: Error when no active actions were found, while still trying to bake because of a Quick Rig Preserve skeleton
- Export: Quick Rig Preserve skeleton scale issue, when the skeleton had keyframed non zero-out scale values
- Export: Solidify thickness was incorrectly scaled when enabling Units x100
- Rig: Error "key eyelid_amounts not found" when Match to Rig, when setting up the facial rig only with Smart
- Rig: Error in restore_pose() when restoring the custom property value of Group ID Properties
- Rig: Error when setting one eyelid bone
- Rig: Error with older rigs/presets having no "eyelids_amount" property
- Rig: The new spine count setting per limb was missing limits (1-64)
- Rig: Error when disabling facial via the "Disable" button instead of Limb Options
- Rig: Error when applying the rest pose, while some skinned meshes are not in current view layer
- Rig: The Color Theme was missing some bones that were not belonging to the color collections
- Rig: Duplicating or mirroring limbs was not duplicating the related drivers
- Rig Tools: Error when baking IK-FK leg
- Mac: Error when loading custom icons under certain circumstances. Skip custom icons if they cannot be loaded.
- Remap: Error with Clean FK Rotations
- Remap: Incorrect frame range printed in the Blender console when remapping multiple animations
- Smart: Error when ears are disabled, and ears markers are out of the mesh surface
Choose a product version:
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$50 (Full) Auto-Rig Pro + Smart + Remap + Fbx Export
The full package! Auto-Rig Pro core, Smart tool (biped body recognition), Fbx export to Unreal/Unity, Remap tool to retarget animations, free updates with email notification and support messages
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$25 (Lite) Auto-Rig Pro
Auto-Rig Pro core only, free updates with email notification and support messages
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$162 (Full) 10 Seats
Auto-Rig Pro full version for 10 seats
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$227 (Full) 20 Seats
Auto-Rig Pro full version for 20 seats
Sales | 47000+ |
Downloads | 93700+ |
Customer Ratings | 342 |
Average Rating | |
Published | about 8 years ago |
Blender Version | 4.2, 4.1, 4.0, 3.6, 3.5, 3.4, 3.3, 3.2, 3.1, 3.0, 2.93 |
Extension Type | Add-on |
License | Royalty Free |
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