Blender 3.5+Auto-Rig Pro v.3.68.33 Crack 2023 Update Download
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.Make sure to uninstall the current addon before installing the new one and restart blender.
–[3.68.33]–
New/improved:
Code structure: refactored code to clearly state licensing, “src” folder containing GPL python files, Royalty Free and CC0 for other asset blend files
Rig: New leg FK lock setting, similar to arms FK lock
Rig: When binding, removal of existing vertex groups can now be disabled as a default preference. A warning message is displayed at the first bind
Rig: New “Remove Selected Driver” function to remove the corrective driver of the selected shape key, deletes the helper bone as well
Rig: When initializing the armature scale during Match to Rig, the animations can now be scale compensated automatically. A dialog box prompts the user to enable scale compensation or not
Rig: Cosmetic, brought back some colorful icons from Blender 2.79!
Picker: Show a warning if the picker addon is not installed (Misc tab)
Remap: New “Clean FK Rotation” when retargetting, to ensure single axis rotations on forearm and leg FK controllers
Remap: New MB Lab preset
Remap: New “Clean IK Poles” setting when retargetting. It used to be always enabled internally but could lead to issues. Now disabled by default.
Skin: When binding, used vertex groups are now also searched in geometry nodes attributes, to exclude them from removal
Skin: If binding fails because of scale issue, a popup message now proposes to rebind with Scale Fix enabled automatically
Skin: Added tongue and teeth as automatic facial skinned feature (was eyeballs only so far)
Skin: The toes deforming bone now exactly matches the length of the reference toes bone, for more accurate automatic skinning
Smart: Tongue and teeth objects can now be Smart detected for more accurate bone placement
Smart: Cosmetic, new markers icons, also fixing OpenGL error message on MacOS
Export: Added triangulation for Fbx export
Export: Colorful icons from Blender 2.79 for export buttons
Export: Lengthy object names were not supported at export time, now throws an error message if names are exceeding 56 characters
Export: New “Sampling Rate” setting to bake animation subframes when the value is below 1.0
Export: Since Tangent Space normal export does not comply with N-gons, send an error message if N-gons are found and prevent Fbx export
Export: Since Soft IK is not Fbx export friendly because of the constant slight leg/arm stretch, added to “Check Rig” warnings
Interface: the “Mirror Shape Keys” button was moved to the Shape Keys dropdown menu, and renamed “Mirror All Shape Keys”
Check for update: Now shows a differential log, comparing the log of the new available version versus the current old version
Fixed:
Rig: Spine reference bones had incorrectly more than one bbone segment, leading to error when keyframing the whole character
Rig: Add Blink Pose was not resetting bones transform properly after adding the constraint
Rig Layers: Made “Edit Layer…” a movable panel instead of an embedded menu panel to avoid the glitch making it disappear when moving the mouse cursor
Rig: IK-FK snap invalid vector angle error
Rig: The Lite version menu was kept hidden
Picker: Missing eyelids
Remap: Fixed incorrect location values when retargetting multiple actions by resetting the target rig pose to zero
Skin: Error while using edge selection mode with “Set Eyelids Borders”
Skin: Make sure the current armature modifier has a target armature
Skin: Unbind button was not removing armature modifiers if the related setting was disabled in the pref (when binding)
Skin: Error when binding new facial features
Smart: Error crash when facial markers were invalid
Smart: Switched to marker images, to fix error on MacOS with Metal backend due to OpenGL functions not supported
Export: Broken export when the scene was duplicated as a Full Copy and linked overrides
Export: Custom renaming and UE renaming were conflicting
Export: Error when exporting meshes with topology changing modifiers (Decimate) and shape keys
Export: Incorrect thigh parent when exporting as Universal with more than 1 twist bone
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