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Auto-Rig Pro 3.43.22

stoic

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May 15, 2020
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The full package! Auto-Rig Pro core, Smart tool (biped body recognition), Fbx export to Unreal/Unity, Remap tool to retarget animation

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What is Auto-Rig Pro?

Auto-Rig Pro is an all-in-one solution to rig characters, retarget animations, and provide Fbx export for
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. First developed as my own in-house rigging tool, i've released it a few years ago and many new features have been added since then.
Want to try first? Download Mike, free character rig
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.
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Getting Started with Auto-Rig Pro:
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Rig fast with the Smart feature

If the character is humanoid, 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
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and the
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for more informations.
The rig system itself is built for performances, allowing fast animation playback.
Character examples:
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,
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,
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,
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Modular
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!

Game Engine Export
Auto-Rig Pro allows
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(GLTF is being worked on as well) via a dedicated module, to proven engines such as Unity or Unreal Engine.
3 export types: Universal to export a simplified bones hierarchy for any creature, Humanoid for bipeds only, with options for easy retargetting and root motion, and Generic to export the deforming bones and the non-deforming ones if they are parent of the deforming bones.
  • 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
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.

 
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gordolo

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Sep 17, 2020
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Does this work with Blender 2.9? I am dying to replace he Unreal mannequin skin.. this sounds like it could do the job.
Thanks for advising
 
Z

ZeProf2Coding

If you can update it to the latest version which is working with Blender 2.9, it would be greatly appreciated.
 

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