Auto-Rig Pro Full [3.73.39] (Blender 4.3)

Auto-Rig Pro Full [3.73.39] (Blender 4.3)

Auto-Rig Pro Full [3.73.39] (Blender 4.3)

This is a higher version repost.

What is Auto-Rig Pro?
Auto-Rig Pro is an addon for Blender to rig characters, retarget animations, and provide Fbx/Gltf export, with settings for Unity, Unreal Engine, Godot.

[3.73]
What’s new and improved
Version:
Compatibility: Blender 4.3: FBX export

Export:
New “Actions Linker” menu, to link an action to another one. Useful if exporting RigA animation, that depends on RigB through constraints (such as two characters holding each other’s hands). If animations are interdependent, it is necessary to declare these links for correct animation export.
New “One File per Actions List” setting, when enabling both “As Multiple Files” and “Actions Manager”. This allows to export one file per Action List, including all actions in the list.
Godot: New setting to comply with Godot Root Motion axes
Godot: Removed the “Root Motion” setting that bakes the c_traj animation to armature object, not relevant for Godot Root Motion.
Actions Lists: Filtered actions in the actions selector, so that actions that are already part of the current list are removed from the search list
GLTF: Exposed the “Start from frame 0” setting, in order to force the first frame of each action to be zero if enabled
UE: Removed the extra orientation tweaks applied to the spine bones when exporting with Mannequin axes. It was offsetting the angles by a few degrees to improve the match in case of straight spine bones, but can be misleading. It is best to align the spine bones manually. It can still be enabled in the “Legacy” menu though.
Actions Manager: New “Batch” feature to add multiple actions at once to a list, with filtering
UI: Added the “Rename Bones from File” checkbox in the properties panel too. Was confusing to have it only in the menu located in file export browser
Avoid operator when removing shape keys for faster performances
FBX: New “Force Shape Keys Keying” setting. If disabled (default), non-driven or non-animated shape keys are now exported as static, without animation data

Rig:
Spline IK: Changed “Parent External Bone to” setting, was limited to the tip bone before. Now applies to all bones of the chain, and to Deforming or Twist bones instead of controllers. Can still be parented to controllers if necessary, by directly parenting Spline reference bones to them.

Spline IK: New “Add Tail Bone” option. This adds an extra bone at the tip of the chain, that is not part of the main IK chain. Useful when needing to parent other limb to the tip, that must not be stretched or rotated with the main chain, such as rigging a spine for quadrupeds.
Spine, Tail, Spline IK: New “Preserve Shape” option, to preserve the current shape when changing the amount of bones.
Spine, Tail, Spline IK: Removed “Update Transform” option, was confusing. Now, automatically update the bones transforms if the count was changed, using grid align or preserve shape if enabled.
New Bulge setting for arm Joint Fans, allowing to add extra bulge deformation when the fans are spreading/folding. The created constraint can be manually edited afterwards.
Apply Pose as Rest Pose: New “Apply Deformed Shape Keys” toggle, can be useful to speed up baking time in case deformations are not affecting shape keys
New Bulge setting for leg Joints Fans too
New Ankle Joints Fans
Leg: New “Foot Roll Break” option. If enabled, the foot will start rotating from the ball, then from the tip toes, when moving the foot roll cursor. Settings can be found in “Rig Main Properties”.

Skin:
Warning message in case of negative mesh scale when binding

Picker:
The picker camera is now set automatically when clicking “Add Picker”
Support reverse spine bones

Rig Tools:
New “Extract Root Motion” function that tracks and bakes the “c_traj” controller to the pelvis position, while maintaining it on the floor, and preserving the rig animation
Extract Root Motion now supports Location Z with initial offset applied
Improved Extract Root Motion performances, around 4x faster (before: 24 sec for 400 frames, after: 6 sec)
Extract Root Motion: Added X and Y offsets

Remap:
Added “Extract Root Motion” as an option when retargetting

Smart:
Facial features are now togglable: Eyebrows, Eyes, Ears, Nose, Lips, Tongue, Teeth, Chin
Auto filter mesh objects when clicking “Get Selected Objects”. This avoids throwing an error if non-mesh objects are selected.
UI: Moved the “Fingers” checkbox in the header of the Fingers tab to minimize redundancy

Fixed

Rig:
The horse rig was containing unwanted actions data leftovers
Removed the “body_mid” collections coming from old armature presets
Facial: Error when disabling the mouth bones
Bottom bones had accidentally their Deform property turned off
Apply Pose as Rest Pose crashing in case of numerous shape keys
The Tail limb could have incorrect parent. No uses the default parent_retarget function
The Dog preset had a “Connected” second spine bone, leading ot issue
Thigh Joint Fans incorrectly parented to 3 Bones Leg Type 2
Custom shapes of reversed spine controllers could be offset
Kilt: When changing the amount of bones, the Z axis could be incorrectly oriented. Now calculates the curve normal vectors to align Z axes on.
Changed the arm, leg Stretch-Length minimum value to 0.1
Fixed the new Ankle Joint Fans bulge, was not evaluating the foot angle correctly, new helper foot bone added
Apply Pose as Rest Pose: Arm and leg stretch controller was not supported
Error when setting up secondary bones color group in pre-Blender 4 versions
Disabled “Extrapolate” from the c_foot_heel bone and cleared out of range mapping to avoid accidental rotation flip
X-Mirror was getting disabled when editing Limb Options
Bad alignment of Kilt control bones, due to incorrect variable name
Custom shapes were shared between rigs, when rigging multiple characters per file, leading to issues. Now, custom shapes are localized per rig.

Skin:
Error when restoring current vertices weights if a temp object was deleted (Apply Shape Keys)

Export:
Skinned objects having same name as export skeleton were clashing. It now throws a warning before exporting.
Add batch actions to Action Manager could generate an error if an action was removed from file
GLTF: Disabled the “export_apply” argument from the actual export, was preventing shape keys to export. Modifiers are pre-applied by AutoRigPro functions anyway, so no changes on the user side.
Error when exporting actions list containing removed actions
The exported skeleton was incorrectly named with an “_arpbob” suffix when the rig export name was the same as the armature name
Apply Shape Keys was failing if the basis shape key was not named “Basis”. Now, always refer to the shape key at index 0 as Basis
Humanoid: Invalid fingers export when exporting more than 2 arms
Shape keys could not apply and export correctly under certain circumstances, was missing “from_mix” set to false
GLTF: Apply Modifiers was failing
Displace modifiers were not scaled when exporting with Units x100
Missing compatibility of the new “Force Shape Keys Keying” in older FBX exporter (prior 4.1)
Rig Tools:
Extract Root Motion quat_prev error
Spline IK: Error when snapping IK-FK with AutoKey enabled

Smart:
The arm/leg reference bones roll was not calculated. Was expecting the Match to Rig function to do it, but now that “Auto IK Roll” can be disabled, the roll must be aligned

Remap:
Added further checks to evaluate if the source and target armature are really Armature objects, to avoid user error
Ensure that the side word identifier of source and target bones does match when generating the bones list

https://blendermarket.com/products/auto-rig-pro

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