Blender 3.4 Auto Rig Pro v3.67.39 Crack Update Download
What is Auto-Rig Pro?
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. 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!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.
Make sure to uninstall the current addon before installing the new one and restart blender.
–[3.67.39]–
New/improved:
Rig: Multiple eyelids support, allowing to rig a wide range of eyelids design
Rig: New eyelid tweak controller, to adjust the upper/lower eyelids curvature
Rig: New “Add Blink Pose” to setup a pose with closed eyelids, adding constraints for the current pose. In-between poses can be added on the fly for half-closed eyelids
Rig: “Add Hand Fist” was redesigned, it’s no more necessary to create the action and set keyframes manually (same as “Add Blink Pose”). Just click the button with fingers in a fist or extended pose to setup the controller and constraints
Rig: Apply Pose as Rest Pose now support animation preservation, to ensure animations do not break when changing the rest pose. Can bake one keyframe per frame (best accuracy with interpolated motions) or only existing keyframes
Rig: The eye reference bone can now have a custom parent, in case c_eye_offset must not be parented to the head/skull bones by default
Rig: Limbs are now alphabetically sorted in the “Add Limb” list
Rig: Edit Shape: Auto switch to vertex select mode, and select all vertices
Rig: Edit Shape: Mirror shape scale as well
Rig: “Add Armature” now also loads all existing actions from custom armature presets
Rig: Set teeth custom shapes horizontal by default
Rig: Add automatic LimitScale constraint to the wings fold controller
Rig: Init Scale is now an object setting instead of scene. When enabled, if scale keyframes are found, a message pops up before Match to Rig to warn the action will be unlinked from the armature
Rig: Import-Export rig data now keeps the filepath in file memory
Rig: Check for Update: the release log can now be opened in a web browser
QuickRig: Preserved rigs can now be unlocked, may be useful for small tweaks but not always safe (use it at your own risks!)
Skin: Shortcut button to show the deforming bone layer, if enabling “Selected Bones Only” (Bind settings)
Skin: New preference setting to remove existing armature modifiers when binding (so far, they were automatically removed). This is useful in case additional existing armature modifiers must not be removed (to mix with/without preserve volume for example)
Skin: Improved “Refine Head Weights”, smoother deformations in the neck/jaw area
Smart: Better handling of errors when markers are ouf ot mesh
Smart: New “Clavicles Align” toggle. Enabled automatically with the UE5 preset
Remap: New DeepMotion preset
Remap: New Rigify preset
Remap: Update the XSens preset with fingers
Export: “Show Debug Tools” has been renamed > “Show Extras”. These extra features are still hidden by default for safety, because the break compatibility with other editing/exporting tools of ARP
Export: New Unset feature to revert the Set Humanoid Rig/Set Mped Rig features under Show Extras. Setting the exported armature allows to send to the UEbridge addon
Export: Sort alphabetically actions in the actions manager
Export: GLTF: The frame range settings are now displayed for GLTF export as well
Expot: GLTF: Actions export as multiple files now supports GLTF as well
Version: support Python 3.11 when opening files
Fixed:
Rig: Removing custom limbs was not removing the correct entry
Rig: SplineIK limb with custom names were missing Rig Main Properties
Rig: SplineIK root parent was assigned the parent of the parent incorrectly
Rig: Incorrect default eyelids position
Rig: Remaining eyelids when disabling facial
Rig: Bendy-bones chains were not deforming by default
Rig: Import Custom Limbs could import color groups with incorrect colors
Rig: Disable internally auto-keyframe when Match to Rig to prevent errors
Rig: IK-FK snap did not handle the Arm Lock-Free setting properly
Rig: Bake IK-FK was not supporting quaternions
QuickRig: Preserve mode was not compatible with multiple twist bones
Skin: Rest Pose error with VHDS skinning
Skin: Error when binding with eyelids borders set
Skin: Bind functions accidentally left in debug mode
Skin: Error with voxelized objects having negative scale
Skin: Binding objects with names exceeding 60 characters was leading to an error
Smart: Make sure to enable selection filters, otherwise they interfere with the addon if disabled
Smart: Error when detecting only facial bones
Smart: Ensures correct global scale when detecting only facial, by measuring the distance between the eyes
Smart: The Fingers Thickness value was inverted
Export: Error when applying modifiers over shape keys, while a modifier is enabled on render level but not viewport level
Export: Modifiers were not applied
Export: Error with meshes having Subsurf modifiers and shape keys, while Subsurf is disable at export time
Export: Spine bend bones had incorrect parent as humanoid
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