Auto-Rig Pro
Fixed:
Export: UE: Renamed tail limbs weren't exported when enabling Mannequin Axes
Fixed:
Export: FBX: Animated props: Skip prop baking if the bone is excluded and/or the prop is missing, thus avoiding invalid path resolve in the FBX exporter
New/improved:
Export: FBX: Support for animated custom props
New/improved:
Export: Animated props: Upgraded to smart bake instead of one key per frame
New/improved:
Export: Animated props: Switched to per frame baking instead of direct key copy, in order to support custom frame range (start and end frames may be out of range)
New/improved:
Export: Support for animated properties located on custom bones, but only works with specific patched exporters for now (the builtin FBX and GLTF exporters don't support that yet)
Fixed:
Rig: Ear limbs were not using the default parent_retarget() function
New/Improved:
Export: Added "Initialize Mesh Scale" along "Initialized Mesh Rotation", and decoupled these settings from "Convert Axes: Y up, Z forw"
Rig: Legs: The "Smart IK Pole" is now enabled by default
Misc: Cosmetic, reduce the width of the "Check for Updates" window if no new log is found, to better fit the minimal content
Fixed:
Rig: Update: Manual eval of spine bones count for very old rigs missing the spine count property on object level
New/improved:
Export: New settings to export only meshes with shape keys (Verts Only, Face, Face and Weights). Useful when exporting animations only, to reduce the file size, skipping materials and other unnecessary data.
New/Improved:
Export: FBX: Improved accuracy of exported bones transforms, fixing long-standing bind pose issues with importers such as Unreal and Maya
New/improved:
Skin: Voxelized: Vertices from the voxel mesh that have no weights are now removed, fixing weight issues on the final mesh
Fixed:
Skin: AAS: The object bind scope was not properly supported, now use selected objects only, also fixing the required armature modifier issue
New/improved:
Rig: Facial: The "Eye Spec" bone is now togglable in Limb Options
Rig: Facial: The Nose Root and Nose Tip bones are now togglable in Limb Options
Smart: Increased the toes bone length by 30%, bringing it closer to average toes proportions for most characters
Fixed:
Rig Tools: Broken bones collections when importing a Rig Layers preset
New/Improved:
Rig: Facial: Removing all eyelids is now supported (amount set to zero)
New/improved:
Rig Tools: Apply and Bake features for toes Rot from Scale
Fixed:
Rig Tools: "Apply Rot from Scale" and Fingers IK snapping was broken when Rot from Scale was set to 3
Fixed:
Rig Tools: Toes IK: Thumb snapping was broken
Misc: Typo clean-up in error messages (hand fist)
New/Improved:
Rig Tools: Apply and Bake features for fingers Rot
from Scale, applying constrained rotations to actual transforms,
clearing scale
Skin: Support for the new Adaptive Auto Skinning addon as new bind engine
New/improved:
Rig Tools: Automatic keyframing of spine controllers when snapping forward-reversed spine
Rig Tools: Bake features for forward-reversed spine
Misc: Updated Discord invitation link that never expires
Fixed:
Remap: Clean FK Rotation was broken, the original bone rotation didn't match the cleaned rotation
Smart: AI: (Windows) Fixed cyrillic and other non-ASCII characters compatibility in file paths, version 1.22
Fixed:
Remap: Blender 5.2: other setattr() and getattr() compatibility issues, and use scene.keys() instead of dir(scene) for custom ID properties
Fixed:
Remap: Bug introduced with latest commit, make sure bones_map is not null
Fixed:
Misc: Blender 5.2: Compatibility breakage with scene.keys(), use dir(scene) instead
Fixed:
Misc: The Auto-Rig Pro version getter was not supporting arbitrary repository names
New/Improved:
Export: Support for Empty objects parented to bones
Fixed:
Remap: Blender 5.2: setattr() compatibility issue
Fixed:
Rig: Spline IK: Bendy-Bones and IK-FK, twist chains weren't supported
Skin: Multiple tongue bones wasn't supported when binding
Skin:
Voxel Heat Diffuse Skinning: Teeth and tongues were not supported when
using the VHDS addon. They are now re-bound in post using Heat Maps for
best results
Fixed:
Misc: Removed Discord icon for legal concerns
New/improved:
Remap: Improved bones list mirroring with support for nested sides in bone names
Fixed:
Rig: Custom Limbs: Ensure backward-compatibility with action slots and Blender versions prior to 4.4
Fixed:
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
New/improved:
Misc: Added documentation and Discord links in the Misc tab
Fixed:
Smart: The hand_tip marker was still available in the UI list while already added
Rig Tools: Error when baking three bones leg, frame index mismatch with actual frame number
New/improved:
Export: GLTF: UE: Re-enabled root motion export
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
Fixed:
Export: Root Motion: Missing pose zero-out while building the humanoid rig, resulting in incorrect transforms of meshes parented to bones
Fixed:
Export: FBX: Error when exporting multiple files and shape keys (mesh renaming issue)
Misc: Removed accidental, dead code in the collections lib
Fixed:
Rig: Additive (Legacy): Ensure the base arm twist bone is not deforming (c_arm_twist_offset already does) in Secondary Additive mode
Export: Additive (Legacy): Error when exporting arm and leg twist bones in Secondary Additive mode
[3.78.25]
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
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
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 Tools: Ensure X-Mirror is disabled when switching IK-FK and root-tip fingers
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
Fixed:
Export: UE: Renamed tail limbs weren't exported when enabling Mannequin Axes
Fixed:
Export: FBX: Animated props: Skip prop baking if the bone is excluded and/or the prop is missing, thus avoiding invalid path resolve in the FBX exporter
New/improved:
Export: FBX: Support for animated custom props
New/improved:
Export: Animated props: Upgraded to smart bake instead of one key per frame
New/improved:
Export: Animated props: Switched to per frame baking instead of direct key copy, in order to support custom frame range (start and end frames may be out of range)
New/improved:
Export: Support for animated properties located on custom bones, but only works with specific patched exporters for now (the builtin FBX and GLTF exporters don't support that yet)
Fixed:
Rig: Ear limbs were not using the default parent_retarget() function
New/Improved:
Export: Added "Initialize Mesh Scale" along "Initialized Mesh Rotation", and decoupled these settings from "Convert Axes: Y up, Z forw"
Rig: Legs: The "Smart IK Pole" is now enabled by default
Misc: Cosmetic, reduce the width of the "Check for Updates" window if no new log is found, to better fit the minimal content
Fixed:
Rig: Update: Manual eval of spine bones count for very old rigs missing the spine count property on object level
New/improved:
Export: New settings to export only meshes with shape keys (Verts Only, Face, Face and Weights). Useful when exporting animations only, to reduce the file size, skipping materials and other unnecessary data.
New/Improved:
Export: FBX: Improved accuracy of exported bones transforms, fixing long-standing bind pose issues with importers such as Unreal and Maya
New/improved:
Skin: Voxelized: Vertices from the voxel mesh that have no weights are now removed, fixing weight issues on the final mesh
Fixed:
Skin:
AAS: The object bind scope was not properly supported, now use selected
objects only, also fixing the required armature modifier issue
New/improved:
Rig: Facial: The "Eye Spec" bone is now togglable in Limb Options
Rig: Facial: The Nose Root and Nose Tip bones are now togglable in Limb Options
Smart: Increased the toes bone length by 30%, bringing it closer to average toes proportions for most characters
Fixed:
Rig Tools: Broken bones collections when importing a Rig Layers preset
New/Improved:
Rig: Facial: Removing all eyelids is now supported (amount set to zero)
New/improved:
Rig Tools: Apply and Bake features for toes Rot from Scale
Fixed:
Rig Tools: "Apply Rot from Scale" and Fingers IK snapping was broken when Rot from Scale was set to 3
Fixed:
Rig Tools: Toes IK: Thumb snapping was broken
Misc: Typo clean-up in error messages (hand fist)
New/Improved:
Rig Tools: Apply and Bake features for fingers Rot
from Scale, applying constrained rotations to actual transforms,
clearing scale
Skin: Support for the new Adaptive Auto Skinning addon as new bind engine
New/improved:
Rig Tools: Automatic keyframing of spine controllers when snapping forward-reversed spine
Rig Tools: Bake features for forward-reversed spine
Misc: Updated Discord invitation link that never expires
Fixed:
Remap: Clean FK Rotation was broken, the original bone rotation didn't match the cleaned rotation
Smart: AI: (Windows) Fixed cyrillic and other non-ASCII characters compatibility in file paths, version 1.22
Fixed:
Remap: Blender 5.2: other setattr() and getattr() compatibility issues, and use scene.keys() instead of dir(scene) for custom ID properties
Fixed:
Remap: Bug introduced with latest commit, make sure bones_map is not null
Fixed:
Misc: Blender 5.2: Compatibility breakage with scene.keys(), use dir(scene) instead
Fixed:
Misc: The Auto-Rig Pro version getter was not supporting arbitrary repository names
New/Improved:
Export: Support for Empty objects parented to bones
Fixed:
Remap: Blender 5.2: setattr() compatibility issue
Fixed:
Rig: Spline IK: Bendy-Bones and IK-FK, twist chains weren't supported
Skin: Multiple tongue bones wasn't supported when binding
Skin:
Voxel Heat Diffuse Skinning: Teeth and tongues were not supported when
using the VHDS addon. They are now re-bound in post using Heat Maps for
best results
Fixed:
Misc: Removed Discord icon for legal concerns
New/improved:
Remap: Improved bones list mirroring with support for nested sides in bone names
Fixed:
Rig: Custom Limbs: Ensure backward-compatibility with action slots and Blender versions prior to 4.4
Fixed:
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
New/improved:
Misc: Added documentation and Discord links in the Misc tab
Fixed:
Smart: The hand_tip marker was still available in the UI list while already added
Rig Tools: Error when baking three bones leg, frame index mismatch with actual frame number
New/improved:
Export: GLTF: UE: Re-enabled root motion export
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
Fixed:
Export:
Root Motion: Missing pose zero-out while building the humanoid rig,
resulting in incorrect transforms of meshes parented to bones
Fixed:
Export: FBX: Error when exporting multiple files and shape keys (mesh renaming issue)
Misc: Removed accidental, dead code in the collections lib
Fixed:
Rig: Additive (Legacy): Ensure the base arm twist bone is not deforming (c_arm_twist_offset already does) in Secondary Additive mode
[3.78.25]
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
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
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 Tools: Ensure X-Mirror is disabled when switching IK-FK and root-tip fingers
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
Fixed:
Export: UE: Renamed tail limbs weren't exported when enabling Mannequin Axes
Fixed:
Export: FBX: Animated props: Skip prop baking if the bone is excluded and/or the prop is missing, thus avoiding invalid path resolve in the FBX exporter
New/improved:
Export: FBX: Support for animated custom props
New/improved:
Export: Animated props: Upgraded to smart bake instead of one key per frame
New/improved:
Export: Animated props: Switched to per frame baking instead of direct key copy, in order to support custom frame range (start and end frames may be out of range)
New/improved:
Export: Support for animated properties located on custom bones, but only works with specific patched exporters for now (the builtin FBX and GLTF exporters don't support that yet)
Fixed:
Rig: Ear limbs were not using the default parent_retarget() function
New/Improved:
Export: Added "Initialize Mesh Scale" along "Initialized Mesh Rotation", and decoupled these settings from "Convert Axes: Y up, Z forw"
Rig: Legs: The "Smart IK Pole" is now enabled by default
Misc: Cosmetic, reduce the width of the "Check for Updates" window if no new log is found, to better fit the minimal content
Fixed:
Rig: Update: Manual eval of spine bones count for very old rigs missing the spine count property on object level
New/improved:
Export: New settings to export only meshes with shape keys (Verts Only, Face, Face and Weights). Useful when exporting animations only, to reduce the file size, skipping materials and other unnecessary data.
New/Improved:
Export: FBX: Improved accuracy of exported bones transforms, fixing long-standing bind pose issues with importers such as Unreal and Maya
New/improved:
Skin: Voxelized: Vertices from the voxel mesh that have no weights are now removed, fixing weight issues on the final mesh
Fixed:
Skin:
AAS: The object bind scope was not properly supported, now use selected
objects only, also fixing the required armature modifier issue
New/improved:
Rig: Facial: The "Eye Spec" bone is now togglable in Limb Options
Rig: Facial: The Nose Root and Nose Tip bones are now togglable in Limb Options
Smart: Increased the toes bone length by 30%, bringing it closer to average toes proportions for most characters
Fixed:
Rig Tools: Broken bones collections when importing a Rig Layers preset
New/Improved:
Rig: Facial: Removing all eyelids is now supported (amount set to zero)
New/improved:
Rig Tools: Apply and Bake features for toes Rot from Scale
Fixed:
Rig Tools: "Apply Rot from Scale" and Fingers IK snapping was broken when Rot from Scale was set to 3
Fixed:
Rig Tools: Toes IK: Thumb snapping was broken
Misc: Typo clean-up in error messages (hand fist)
New/Improved:
Rig Tools: Apply and Bake features for fingers Rot
from Scale, applying constrained rotations to actual transforms,
clearing scale
Skin: Support for the new Adaptive Auto Skinning addon as new bind engine
New/improved:
Rig Tools: Automatic keyframing of spine controllers when snapping forward-reversed spine
Rig Tools: Bake features for forward-reversed spine
Misc: Updated Discord invitation link that never expires
Fixed:
Remap: Clean FK Rotation was broken, the original bone rotation didn't match the cleaned rotation
Smart: AI: (Windows) Fixed cyrillic and other non-ASCII characters compatibility in file paths, version 1.22
Fixed:
Remap: Blender 5.2: other setattr() and getattr() compatibility issues, and use scene.keys() instead of dir(scene) for custom ID properties
Fixed:
Remap: Bug introduced with latest commit, make sure bones_map is not null
Fixed:
Misc: Blender 5.2: Compatibility breakage with scene.keys(), use dir(scene) instead
Fixed:
Misc: The Auto-Rig Pro version getter was not supporting arbitrary repository names
New/Improved:
Export: Support for Empty objects parented to bones
Fixed:
Remap: Blender 5.2: setattr() compatibility issue
Fixed:
Rig: Spline IK: Bendy-Bones and IK-FK, twist chains weren't supported
Skin: Multiple tongue bones wasn't supported when binding
Skin:
Voxel Heat Diffuse Skinning: Teeth and tongues were not supported when
using the VHDS addon. They are now re-bound in post using Heat Maps for
best results
Fixed:
Misc: Removed Discord icon for legal concerns
New/improved:
Remap: Improved bones list mirroring with support for nested sides in bone names
Fixed:
Rig: Custom Limbs: Ensure backward-compatibility with action slots and Blender versions prior to 4.4
Fixed:
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
New/improved:
Misc: Added documentation and Discord links in the Misc tab
Fixed:
Smart: The hand_tip marker was still available in the UI list while already added
Rig Tools: Error when baking three bones leg, frame index mismatch with actual frame number
New/improved:
Export: GLTF: UE: Re-enabled root motion export
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
Fixed:
Export:
Root Motion: Missing pose zero-out while building the humanoid rig,
resulting in incorrect transforms of meshes parented to bones
Fixed:
Export: FBX: Error when exporting multiple files and shape keys (mesh renaming issue)
Misc: Removed accidental, dead code in the collections lib
Fixed:
Rig: Additive (Legacy): Ensure the base arm twist bone is not
deforming (c_arm_twist_offset already does) in Secondary Additive mode
Export: Additive (Legacy): Error when exporting arm and leg twist bones in Secondary Additive mode
[3.78.25]
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
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
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 Tools: Ensure X-Mirror is disabled when switching IK-FK and root-tip fingers
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
Fixed:
Export: UE: Renamed tail limbs weren't exported when enabling Mannequin Axes
Fixed:
Export: FBX: Animated props: Skip prop baking if the bone is excluded and/or the prop is missing, thus avoiding invalid path resolve in the FBX exporter
New/improved:
Export: FBX: Support for animated custom props
New/improved:
Export: Animated props: Upgraded to smart bake instead of one key per frame
New/improved:
Export: Animated props: Switched to per frame baking instead of direct key copy, in order to support custom frame range (start and end frames may be out of range)
New/improved:
Export: Support for animated properties located on custom bones, but only works with specific patched exporters for now (the builtin FBX and GLTF exporters don't support that yet)
Fixed:
Rig: Ear limbs were not using the default parent_retarget() function
New/Improved:
Export: Added "Initialize Mesh Scale" along "Initialized Mesh Rotation", and decoupled these settings from "Convert Axes: Y up, Z forw"
Rig: Legs: The "Smart IK Pole" is now enabled by default
Misc: Cosmetic, reduce the width of the "Check for Updates" window if no new log is found, to better fit the minimal content
Fixed:
Rig: Update: Manual eval of spine bones count for very old rigs missing the spine count property on object level
New/improved:
Export: New settings to export only meshes with shape keys (Verts Only, Face, Face and Weights). Useful when exporting animations only, to reduce the file size, skipping materials and other unnecessary data.
New/Improved:
Export: FBX: Improved accuracy of exported bones transforms, fixing long-standing bind pose issues with importers such as Unreal and Maya
New/improved:
Skin: Voxelized: Vertices from the voxel mesh that have no weights are now removed, fixing weight issues on the final mesh
Fixed:
Skin:
AAS: The object bind scope was not properly supported, now use selected
objects only, also fixing the required armature modifier issue
New/improved:
Rig: Facial: The "Eye Spec" bone is now togglable in Limb Options
Rig: Facial: The Nose Root and Nose Tip bones are now togglable in Limb Options
Smart: Increased the toes bone length by 30%, bringing it closer to average toes proportions for most characters
Fixed:
Rig Tools: Broken bones collections when importing a Rig Layers preset
New/Improved:
Rig: Facial: Removing all eyelids is now supported (amount set to zero)
New/improved:
Rig Tools: Apply and Bake features for toes Rot from Scale
Fixed:
Rig Tools: "Apply Rot from Scale" and Fingers IK snapping was broken when Rot from Scale was set to 3
Fixed:
Rig Tools: Toes IK: Thumb snapping was broken
Misc: Typo clean-up in error messages (hand fist)
New/Improved:
Rig Tools: Apply and Bake features for fingers Rot
from Scale, applying constrained rotations to actual transforms,
clearing scale
Skin: Support for the new Adaptive Auto Skinning addon as new bind engine
New/improved:
Rig Tools: Automatic keyframing of spine controllers when snapping forward-reversed spine
Rig Tools: Bake features for forward-reversed spine
Misc: Updated Discord invitation link that never expires
Fixed:
Remap: Clean FK Rotation was broken, the original bone rotation didn't match the cleaned rotation
Smart: AI: (Windows) Fixed cyrillic and other non-ASCII characters compatibility in file paths, version 1.22
Fixed:
Remap: Blender 5.2: other setattr() and getattr() compatibility issues, and use scene.keys() instead of dir(scene) for custom ID properties
Fixed:
Remap: Bug introduced with latest commit, make sure bones_map is not null
Fixed:
Misc: Blender 5.2: Compatibility breakage with scene.keys(), use dir(scene) instead
Fixed:
Misc: The Auto-Rig Pro version getter was not supporting arbitrary repository names
New/Improved:
Export: Support for Empty objects parented to bones
Fixed:
Remap: Blender 5.2: setattr() compatibility issue
Fixed:
Rig: Spline IK: Bendy-Bones and IK-FK, twist chains weren't supported
Skin: Multiple tongue bones wasn't supported when binding
Skin:
Voxel Heat Diffuse Skinning: Teeth and tongues were not supported when
using the VHDS addon. They are now re-bound in post using Heat Maps for
best results
Fixed:
Misc: Removed Discord icon for legal concerns
New/improved:
Remap: Improved bones list mirroring with support for nested sides in bone names
Fixed:
Rig: Custom Limbs: Ensure backward-compatibility with action slots and Blender versions prior to 4.4
Fixed:
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
New/improved:
Misc: Added documentation and Discord links in the Misc tab
Fixed:
Smart: The hand_tip marker was still available in the UI list while already added
Rig Tools: Error when baking three bones leg, frame index mismatch with actual frame number
New/improved:
Export: GLTF: UE: Re-enabled root motion export
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
Fixed:
Export:
Root Motion: Missing pose zero-out while building the humanoid rig,
resulting in incorrect transforms of meshes parented to bones
Fixed:
Export: FBX: Error when exporting multiple files and shape keys (mesh renaming issue)
Misc: Removed accidental, dead code in the collections lib
Fixed:
Rig: Additive (Legacy): Ensure the base arm twist bone is not
deforming (c_arm_twist_offset already does) in Secondary Additive mode
Export: Additive (Legacy): Error when exporting arm and leg twist bones in Secondary Additive mode
[3.78.25]
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
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
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 Tools: Ensure X-Mirror is disabled when switching IK-FK and root-tip fingers
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