Auto-Rig Pro: Quick Rig
What is Quick Rig?
IMPORTANT: Quick Rig is an extension for the Auto-Rig Pro addon, it means Auto-Rig Pro must be purchased and installed first.
Don't waste your time re-rigging already rigged characters anymore!
Quick Rig turns rapidly any skeleton + mesh into a full Auto-Rig Pro armature with controllers ready for animation, including weights preservation, IK-FK generation, animation support.
Built to support the vast majority of character skeletons, even non-standard bones axes.
How it works:
See the video demo.
- Add limbs: select the first bone of a limb (e.g. the shoulder for the arm), then click the + button to add a limb
- Ensure the limbs settings are correct: blanks are filled with correct bones, and bones axes are properly set. These settings are automatically set when adding the limb, but depending on the skeleton complexity they may be incorrect sometimes.
- Choose Preserve or Convert mode. Preserve keeps the existing armature untouched while binding it to the rig controllers only, while Convert will generate a full Auto-Rig Pro armature compliant with all Auto-Rig Pro editing and exporting tools
- Click Quick Rig! to generate the final rig
- To try other settings, click Revert to go back to the base skeleton
Features:
- Preserve and Convert mode, to preserve the base skeleton as it is or convert it to a complete Auto-Rig Pro armature for more advanced editing tools.
- Constraints retargetting (some limitations apply)
- Shape keys drivers retargetting
- Auto-detection of the selected bone type for quick limb setup
- Animation support, the skeleton animation is baked to the control rig in option
- Import and export custom mapping preset files
- Built-in mapping presets: Realillusion Character Creator, DAZ, Human Generator, Mixamo, Unreal Mannequin, VRoid...
Supports the following limbs:
- Spine: from 2 to 6 spine bones
- Head: neck (optional), head bone. Up to 10 neck bones.
- Leg: thigh, calf, foot, toes bone. With optional twist bones and "3 bones leg" settings for extra thigh bones, for quadrupedal creatures
- Arm: shoulder (optional), arm, forearm, hand and finger bones (optional). With optional twist bones. 3 or 4 phalanges per finger (with or without metacarps).
- Orphan bones support: even bones that are not part of the standard limbs definition (facial bones, unusual twist and tweak bones, bones for clothes and props...) are inserted in the rig hierarchy automatically, to ensure *all* bones are included in the final rig properly.
- Custom shape drawing options for orphan bones.
- Automatic leg and arm angle correction if bones are perfectly straight, to avoid IK direction issues
- Neck with optional automatic twist rotation
- Weight Overrides: If the skeleton is special, use weight overrides to ensure to set correct skinning weight matches, by manually setting the correct bone weight for a given bone.
Limitations:
Although the tool is quite complete, some limitations apply that may be lifted in future versions:
- Multiple heads or multiple spines not yet supported
- Facial head bones not yet supported as Auto-Rig Pro facial bones, however they're supported as default controllers for now
Updates:
--[1.26.46]--
New/Improved:
- Version: Addon as Extension for Blender 4.2
- New "Parent to Main Bones" setting for orphan bones, to parent them to main bones instead of other orphan bones when possible. Helps to resolve cases of complex skeletons, where orphan bones lose their parents
- "Parent to Main Bones" is now disabled by default
- Added "Auto IK Roll" setting for arms and legs, disabled by default
- Each fingers phalange can now be manually set, useful in case phalanges are not direct child of each other
- Improved Arm and Fingers Up Axis autodetection by evaluating the axes in a virtual T-pose
- Added "Up Axis" setting for arm bones (was only for hand and fingers before)
- Improved the straight arms/legs correction (to comply with IK constraints), the angle is now evaluated in the bone's Z axis space instead of global space
- Check for update: Now shows a differential log, comparing the log of the new available version versus the current old version
- New UE5 preset
- Multiple animations baking support
- The c_root_master controller shape now tries to fit the global character scale better
- Changed the default presets path from C:/Quick Rig Presets/ to /Quick Rig Presets/ to be OS agnostic
- Added Global or Local space retargetting for orphan bones animated locations (was always Local before)
- Blender 4.0 support. Backward-compatible with older versions.
- Interface: moved the "Enable Weights Override" checkbox near the bone names entries for arms and spine limbs
- New "UE5 Manny (2 twists)" preset, works best when exporting back the rig to UE
- New "Foot Dir Axis" setting for Leg limbs, to determine the foot axis direction in case no toe bone is set
- Added a "Fuzzy Match" optional setting when importing built-in presets. It attempts to match the bone names from the preset that are different from the actual skeleton. Warning, prone to error.
- New "Force Pelvis Up" setting for spine limbs. Useful when the pelvis bone is not straight up, typically for humanoid characters. Updated the built-in presets with this setting too.
- Replaced the "Layer" setting with "Collection" for Blender 4+ versions
- New Genesis 9 preset, renamed other presets more appropriately
- New UE MetaHuman preset
- The Quick Rig preset directory is now set in the Documents folder by default
- Toes are now supported for Leg limbs
- New "Mirror" feature to automatically create a mirrored limb (only works if bone names are ending with '_l', '.l', '_left' and similar), or replace existing mirrored limb
- New "Up" and "Down" buttons to sort the limbs list manually
- New Tail limbs support
- Improved the "Mirror" feature, supports a wider syntax for left and right identifier, and sort the mirror limb after the original one in the list
Fixed:
- Error when versioning the files, leading to missing code patches in 1.26.32-33
- Disabled "Freeze Armature", not necessary anymore in latest versions and could lead to issues
- Compatibility with Blender 4.1+, import presets from file
- Display an explicit error when trying to enable animation baking while Auto-Rig Pro Light version is installed
- Compatibility with Auto-Rig Pro 3.68.21+
- Compatibility with Auto-Rig Pro 3.68.67+ when remapping animation
- Error handling, warning message if twist bones inputs are missing
- Orphan bones not parented correctly when Manual Phalanges were enabled
- Compatibility with Blender 4.0 alpha
- Version checker updated, Auto-Rig Pro should be at least to 3.66.25 version to work properly with Quick Rig
- Check for update: missing functions
- Backward-compatibility issue related to meshes data when reverting rigs to skeleton
- Debug mode was enabled
- Overrides for Arm limbs were throwing an error when manual phalanges were enabled
- Error with missing toes
- Check for Update broken in Blender 4.2+
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