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.
[3.78.32]
New/improved:
Export: GLTF: Support for Step and Sampling parameters
Export: The button’s label “Set Const. Bones” has been renamed to specify it’s FBX only
Export: FBX: New “Meters” unit setting, exporting as meters instead of centimeters
Export: New warning icon displayed in the export menu if the current rig features don’t match UE skeleton for export
Export: GLTF: UE: Re-enabled root motion export
Rig Tools: The ChilfOf Switcher is now exposed to non-ARP armatures too
Rig Tools: Picker: The rig and UI objects are now view-isolated, avoiding overlaps with multiple characters
Rig: New auto-eyelid settings per upper/lower eyelids for finer control
Rig: Shape Keys: Support for expressions (0 and 1 buttons)
Remap: “In Place” now supports multiple actions
Remap: Updated the Auto-Rig Pro preset with the new corrected bone names without “c_” prefix
Remap: Warning message shown directly in the panel interface if the source armature is not animated
Misc: Added documentation and Discord links in the Misc tab
Fixed:
Rig: Clean-up, remove dead code regarding twist weights auto-update
Rig: Update Armature: Fixed crash in Blender 5.1 (bug report 158665) by renaming the eyelid bone as a first step, switch Edit-Object mode, then continue
Rig: Finger IK color 1 was not saved nor assigned (it had been disabled when IK fingers broke with older Blender versions, accidentally missed the restoration since then)
Rig: Parenting to the tail of an IK Spline was broken with multiple IK Splines
Rig: The IK pole height for 3 bones leg was not scaling linearly with the character’s height. Setting added in the “Legacy” menu to revert to old alignment
Rig: Spline IK: Tail reference bone missing color
Rig: The foot roll constraints were set using older names with c_ prefix, then accidentally preventing to set correct values
Rig: Additive (Legacy): Ensure the base arm twist bone is not deforming (c_arm_twist_offset already does) in Secondary Additive mode
Rig: Error when “Match to Rig” while the NLA is in tweak mode
Rig: Custom Limbs: Action slots were not supported properly in Action constraints when importing-exporting custom limbs
Rig: Custom Limbs: Ensure backward-compatibility with action slots and Blender versions prior to 4.4
Rig Tools: Ensure X-Mirror is disabled when switching IK-FK and root-tip fingers
Rig Tools: Error when baking three bones leg, frame index mismatch with actual frame number
Remap: Redefine Rest Pose: Disabling “Preserve” was broken in recent Blender version, due to updates discrepancies in Blender’s depsgraph
Remap: Keyframing IK-FK switches was accidentally creating new orphan actions when retargeting
Picker: Bone selection compatibility breakages with Blender 5
Export: Error (missing spine bone) when exporting as a humanoid while the Spine was replaced with a Spline IK
Export: Spline IK parent issues in both Humanoid and Universal mode
Export: The current position of the skeleton (root motion) could be shared across other actions accidentally when exporting to FBX, even if baked and keyframed, make sure to zero it out before actual export
Export: Presets: “Only Active/First Slot” was missing from the preset saved settings
Export: Additive (Legacy): Error when exporting arm and leg twist bones in Secondary Additive mode
Export: FBX: Error when exporting multiple files and shape keys (mesh renaming issue)
Export: Root Motion: Missing pose zero-out while building the humanoid rig, resulting in incorrect transforms of meshes parented to bones
Misc: Removed accidental, dead code in the collections lib
Smart: The hand_tip marker was still available in the UI list while already added
THIS POST WAS LAST UPDATED ON 19 JULY 2026 – THIS IS THE LATEST “FULL” AI POWERED VERSION AS OF POSTED DATE. INCLUDES LIBRARY AS WELL!
Downloads: show love to dev by purchasing if you can afford it
IF THE LINKS ARENT WORKING, THEN PLEASE ACT LIKE A GROWN UP AND MESSAGE ME/ COMMENT HERE OR ON DISCORD AND I WILL UPDATE THESE LINKS QUICKLY! MAKE SURE YOU DOWNLOADING PROPER FILE WITH PROPER EXTENSION LIKE .ZIP OR .RAR
Filename: auto_rig_pro_3.78.32 aeBlender.zip [5.4 MB] only addon
Official Discord : https://discord.gg/M2kqB4M9tG
USE IDM FOR FASTER DOWNLOAD.
ONLY ADDON Auto-Rig : https://send.now/0tpt8ja372au
OTHER FILES LIKE SUB ADDONS BELOW:
A.I DATA of Auto-Rig https://pixeldrain.com/u/1BPcoYPL 500Mbs
OTHER AUTO-RIG PRO EXTENSIONS BELOW:
Proxy Picker, rig tools, IO scenes below:
https://pixeldrain.com/u/EfbszVnD
https://pixeldrain.com/u/MquD5seS
https://pixeldrain.com/u/XxSSQNFy
https://pixeldrain.com/u/8o4XMJhw
https://pixeldrain.com/u/oFnSPGt7
AI DATA FOR LINUX MAC AND INTEL ALSO ADDED!
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MIRRORS:
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