Retargetkit

Skava in Rendering


Root motion can now be keyed onto the rig's root bone instead of the hips, which is what a game engine reads and what an Auto-Rig Pro rig expects: on ARP the hips control is c_root.x, but the bone that carries the character is c_root_master.x above it. Auto-Map fills the Root Bone field in for the rig it detects, and the travel is split — the ground plane goes to the root, the vertical bob stays on the hips, so the pose on screen is identical and the exported action has clean root motion. Measured on a 2 m walk: 2.05 m on the root bone, 0.00 m of horizontal duplicate on the hips.


Fixed: the pelvis was never recognised as the pelvis. A side test compared against None instead of against the empty string, so it was true for every bone, and Hips, pelvis and root all came out classified as a thigh. On rigs the preset tables do not know, this left the hips unmapped: the character was posed correctly but never travelled — measured 0.00 m out of a 2.00 m walk, with the travel keyed onto the spine instead.


Added the Auto-Rig Pro deform skeleton as its own rig family — the bones a mesh is skinned to and the ones that leave on export (root.x, spine_01.x, thigh_stretch.l), which are named nothing like the controls and were falling through to name matching.


Fixed: toes on Auto-Rig Pro rigs (toes_01.l, c_toes_fk.l) were left unmapped by the name fallback.


Check Mapping now warns when the hips are not mapped, saying the character will be posed but will not travel — before, that only showed up after a bake.

$9.99

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Details
Sales 10
Published about 2 months ago
Blender Version 4.2 - 5.2
Extension Type N/A
Render Engine Used Cycles, Eevee
License GPL