

Non-humanoid characters can also be rigged without the Smart feature, manually (horse, dog.).īased on a non-destructive workflow, the final rig remains easily editable anytime after its generation. Want to try first? Download Mike, free character rig here.įor humanoid characters, the Smart feature can automatically place the bones to speed up the process, after adding the green markers.

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! eyelids, lips bones).Auto-Rig Pro is an addon for Blender to rig characters, retarget animations, and provide Fbx/Gltf export, with presets for Unity, Unreal Engine, Godot. This is especially useful for facial animation, when bones are animated in translation/location instead of rotation (e.g.

Location: Click this checkbox to enable location retargetting. Typically, characters facing the Y axis should have this values set to Y. IK Axis Correc: Axis used to correct IK bones alignment if necessary, in World Space coordinates. foot parented to calf, calf parented to thigh bone. Works if the target bones IK hierarchy is valid, e.g. Less accurate than absolute, but great if the source animation doesn’t comply with IK constraints requirement, such as broken geometric plane.Īdd IK Constraints: If enabled, add automatically IK constraints to the target bones when retargetting. Relative:Chain: The IK pole is treated as a child of the IK bones chain. Less accurate than absolute, but great if the source animation doesn’t comply with IK constraints requirement, such as broken geometric plane. Relative:Target : The IK pole is treated as a child of the target bone. Ideal if the input skeleton has high quality, refined animation data.

If not set, the IK pole position is skipped. When retargetting, the IK pole position is automatically calculated and transferred to this bone. When retargetting to rigs with complex controllers like Auto-Rig Pro, Rigify,… make sure to switch to IK mode the controllers of these rigs (e.g., switch to IK mode the legs when using this IK retargetting option for the feet) If enabled, will retarget the translation data of the bone as well, if disabled only rotations are transferred. IK: Useful for accurate feet and hands retargetting. Set as Root: Define this bone as the root bone, typically the first or second bone of the bones hierarchy (hips or pelvis), setting it as “Root” allows to use translation retargetting on it.
