Blender Auto-Rig Pro v3.74.40 “FULL” Version Crack 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!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.
Updates:
Make sure to uninstall the current addon before installing the new one and restart blender.
–[3.74.40]–
New/improved:
Rig: Import-Export: The custom shape translation and rotation values are now exported and imported as Rig Data
Rig: Arm-Leg: A connection line is now drawn between the elbow-knee and the IK pole, as a visual helper. Can be disabled in Rig Main Properties menu (Show IK Pole Line)
Rig: New Pivot controller in option for IK hand and IK foot, in order to rotate the hand/foot from a custom pivot point
Rig: Tools: Multi limbs selection support for arms and legs IK-FK bake
Rig: Tools: UI Cosmetic, packed some properties as stuck columns when they belong to the same group (stretch, 3 bones leg settings…)
Rig: Tools: ChildOf Switcher: The muted/disabled constraints are now filtered out
Rig: Tools: ChildOf Switcher: The active constraint is now removed from the list, since there is no reason to switch to it
Rig: Custom Shape: Refactored the Apply Shape operator, using lower level functions to avoid errors related to broken hierarchy, collections
Rig: Fist Pose: A default fist pose can now be applied automatically as a basis
Rig: Fist Pose: The fist pose can now be edited easily after creation (similar to blink pose). It is no more necessary to reset the fist controller, more advanced ways to evaluate the bone matrices and applied constraints are now implemented
Rig: Blink Pose: An automatic blink pose can now be added as a basis, with upper eyelids snapping onto lower eyelids perfectly
Rig: Blink Pose: Improved eyelid controller rotations when snapping
Rig: Blink Pose: Support for auto lower eyelids too
Rig: Leg: The upper thigh bone vertex groups are now updated automatically when switching 3 Bones Leg Type1/Type2, no more necessary to rename manually or re-bind
Rig: Leg: Rotation from Scale for toes in option, in order to rotate the toe phalanges when scaling the first one (similar to fingers)
Rig: New “Parent Fallback” setting for all limbs. By default, the root bone of a limb is parented to c_traj. If this fallback is left blank, no parent is assigned.
Skin: A warning message is displayed if numerous mesh islands are found (such as hair cards), while Split Parts is enabled, since Blender can freeze for a long time
Export: New “Bones Tag Manager”, to add or remove tags to bones (custom bones, soft-link, constant) using lists
Export: Refactor: Gathered all bones tag management code into a single call with different tags
Export: UI: Revamped the export panel with tabs (Blender 4.1+ only) for clarity
Export: Optimized the “Units x100” function, it was adding overhead in cases involving numerous actions (50+), even if they were not exported. With 150 actions in file and 6 exported, it now goes down from 80 seconds to 49 (x1.6 speedup)
Export: New “One Folder per Actions List” parameter when exporting multiple FBX/GLTF files. If enabled, export animation files in a subfolder named as the Actions Lists. Instead of a checkbox, it is now an Enum parameter (One File per Action, One File per Actions List, One Folder per Actions List)
Export: Added “Open Folder” button in the popup showing after export completion, to open the exported file folder
Export: UI: Revamped the export window settings interface with tabs instead of box (Blender 4.1+ only) for clarity
Export: GLTF: Exposed the materials export settings, ensure backward-compatibility with older Blender versions
Export: Version: Initial support of slotted actions export (Blender 4.4+)
Export: Actions List: New Actions List are now renamed automatically
Export: GLTF: Slotted actions support
Export: Custom script: Added the globals() argument when executing a custom script to allow list comprehensions and others
Export: The “Add Dummy Mesh” option is now disabled by default, and “Force Rest Pose Export” is enabled by default. Latest UE versions automatically detect when the FBX contains only the skeleton, then it imports only the animation
Export: “Initialize Armature Axes” was renamed to “Convert Axes: Y up, Z forw”, which is what it actually does. This setting is now only displayed when necessary (Unity and “Others” engines, and Godot if FBX)
Remap: Added “Advanced Skeleton” preset
Remap: New Mirror function, to mirror automatically target bones in the list, from left to right or vice versa (naming based only). Supports various side identifiers (_L, .l…) nested as suffix, prefix or inside the name.
Remap: When building the bones list, duplicates are no more allowed since it is not supported
Preferences: UI: Added expandable tabs (Rig, Interface, Paths…)
Preferences: Skin: New toggle “Parent Objects when Binding” to prevent meshes to be parented to the armature when binding if necessary. Although this is not recommended to disable it, it may be useful in some custom workflows
Smart: Mac: A compatibility warning is now shown when starting the Smart tool. To avoid crashes on Mac systems, tick the box to disable the Smart FX (green markers, lines)
Fixed:
Export: The “File Names” parameter was accidentally greyed out, when “As Multiple Files” was enabled
Export: Corrupted file path when the file name was blank, while exported one file per action with a name separator
Export: GLTF: Incorrect shape keys animation export, due to the rig name being referenced accidentally with an “_arpbob” suffix (breakage due to recent fix in 3.73)
Export: GLTF: The c_traj bone could export with incorrect rotations, since the transforms were not reset when looping through actions
Export: GLTF: Typo error leading to crash the GLTF export, self.arp_ge_gltf_format instead of scn.arp_ge_gltf_format
Export: Mac: Corrupted vertex groups pointers when transferring/creating weights. Work on a copy as a workaround
Export: Incorrect meshes transforms when parented to bones, in non-relative parent mode, while the rig scale was not initialized
Rig: Add Blink Pose: The master controllers had incorrect blink pose rotation, due to Quaternion instead of Euler rotations
Rig: Updated preset files to latest version
Rig: Missing custom shapes from the master file. Custom shapes are now located in a separate “cs” file to avoid accidental removal
Rig: Mac: Appending the Bird armature throws an error, due to a None collection
Rig: Tools: Missing update trigger when snapping IK-FK, when no ChildOf constraint was found, leading to bad snap
Rig: Limb duplication issues: error when duplication limbs, missing bone drivers duplication, foot heel constraints inverted
Rig: More than 2 head limbs not aligning when Match to Rig
Rig: Update Armature: bone already in collection error
Rig: Foot fist mirror was not supported
Rig: Incorrect meshes transforms that are parented to bones, when performing “Match to Rig” while nit Scale” was enabled. Since ChildOf constraints (such as eye controller) are reset at the end of the process, it was necessary to re-parent meshes at the end too
Rig: Limb Options: The Soft IK LimitScale constraint was always generated, without checking if it was already there
Rig: Limb Options: The arm setting “Update Vertex Groups” was not saved
Rig: Limb Options: 3 Bones leg Type 1 was not enabling the c_thigh_b bone deform tag
Rig: Joint Fans shapes were not symmetrical
Rig: Custom shapes: Shape mirorring was not supporting extra transforms
Skin: VHDS: Binding with X-Mirror enabled was forcing the bones transforms symmetry accidentally
Remap: Error “arp_smart_markers_enable”
Smart: Markers and connection line error, preventing display
THIS POST WAS LAST UPDATED ON 25 march 2025 – THIS IS THE LATEST “FULL” VERSION AS OF POSTED DATE.
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