Animation Rig To Game Rig Converter - Epsinym's Rigging
Does this addon work with Rigify/Auto-Rig Pro/other rigging addons?
This addon works as long as the Animation Rig you intend to use functions as a normal Blender armature (excluding bendy bones, which will be stripped) that can be duplicated without issues. Things like empties for bones, rigs that are dependent on complex modal systems or that can't be duplicated normally etc. won't work.
Does it work with non-humanoid characters (creatures, robots, quadrupeds)?
Yes. Every operator works on non-humanoid rigs except for the Bone Hierarchy Fixer, which is built specifically around Unity's Humanoid bone requirements. Enabling it on a non-humanoid rig will either fail (if required humanoid bones are missing) or reorder the hierarchy in ways you may not want. Everything else, generation, normalization, retargeting, baking, works regardless of rig type.
Can I use this for non-Unity engines (Godot, Unreal, custom engines)?
Yes. Only the Bone Hierarchy Fixer is written for Unity's Humanoid system specifically, and you're not required to use it. The hierarchy the Bone Hierarchy Fixer creates is solid in general, even outside Unity.
Can I have multiple characters/rigs in the same file?
Yes. You can have multiple Animation Rig/Game Rig pairs in the file, and any Animation Rig can have multiple Game Rigs, though the latter has little use since it's not recommended to adjust Game Rigs after generation (e.g. to create variants) unless you're sure you won't be updating the rig anymore.
Does it support VRChat dynamic bones / spring bones / physics?
The intended workflow is to export the finalized Game Rig as FBX first, then convert to VRM/VRChat format as a separate step. Adding special properties directly to Game Rig bones goes against the intended workflow, since updating the Game Rig will overwrite them.
Can I edit the Game Rig directly?
It's not recommended, but you can. Any edits you make will be overwritten the next time you update the Game Rig.
Does it support shapekeys?
Yes. Since Game Rig meshes are duplicates of your Animation Rig meshes, shapekeys carry over automatically (meshes aren't stripped the way bones are).
What export formats does this support?
The addon itself isn't tied to a specific export format. FBX is recommended because it's a safe default that most game engines accept, including Actions/animations. Whether a given format works for you comes down to whether it supports what you need.
Will this modify or destroy my original Animation Rig?
No. The addon duplicates the Animation Rig and does all its work on that duplicate (the Game Rig). Your Animation Rig is never touched, unless you select it and run "Update Game Rig" (which is only intended to be used on Game Rigs), or when you manually select it as a Game Rig target inside the Manual Operators panel. Even then, every operation is a standard Blender operator, so Ctrl+Z works normally.
Can I use a custom bone naming convention?
Yes. Bone naming convention only matters when using the Bone Hierarchy Fixer operator, which allows you to input your own bone names in the panel. You can also create your own persistent bone mapping preset by duplicating the Default.json file in the bone mapping preset folder and editing it in a text editor.
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