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 (the latest version is preferred for compatibility purposes.)
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…
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
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
Import and export custom mapping preset files
Built-in mapping presets: Realillusion Character Creator, DAZ, Human Generator, Mixamo, Unreal Mannequin, VRoid…
Auto-detection of the selected bone type for quick limb setup
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.
Although the tool is quite complete, some limitations apply that may be lifted in future versions:
2 twist bones max supported for arms and legs(4 in total, 2 arm + 2 forearm)
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
Blender 3.0 compatible – fixed additional issues with Blender 3.0
Allows agnostic prefix preset