Instant Rigger and Animator: Auto Rig, Animate and Export Humanoid Characters
My clothes stretch or poke through the body when the character moves. What can I do?
Run the Neutral, Elbows, Arms and Hip test poses right after binding. Most problems show at the shoulders and hips. Check that the shoulder and hip guides sit inside the limb in Side View, then rebind. Tight clothing works best. Very loose garments like long skirts or capes are not simulated, so you may need to touch up their weights.
My character is only clothes and armor with no body inside. Will it still bind?
Yes. When there is no complete body, the addon prepares temporary sealed copies of the parts, skins them across the right bones, and keeps your original open edges, UVs and materials. If the parts are hard pieces like a robot, it binds each piece to one bone so they stay rigid.
Do I need to retarget the animations to my character?
No. The clips are mapped to the skeleton the addon builds for you. Previews even adjust for the difference between a T-pose and an A-pose character, so the arms do not cross into the body.
Why do the hands go through the hips in some clips?
Your character's proportions differ from the original performer. Open Animation Corrections, pick the frame range where it happens, move the hand control out once, and set a short blend. The fix spreads across those frames without touching the rest of the clip.
Will the exported rig work in Unity, Unreal Engine or Godot?
The export writes FBX or GLB on a clean deform-only skeleton. Guides, IK helpers and control bones are removed, and your edits are baked into the motion. Export each animation separately and import them into your engine as usual.
Can I rig fingers, and do the animations move them?
Yes, fingers are optional and you place them with one click per fingertip. Finger joints are generated for you. Five library clips include finger motion. For the rest, use the Grip control to curl the hand and key it.
My character already has shape keys or an armature. Can I use it?
Not directly. Meshes with existing armature modifiers or shape keys are not supported for binding. Make a copy, apply or remove those, and bind the clean neutral copy. Your original stays safe in the file.
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