RigPort — Rigify Animation Exporter
Will my Blender materials look identical in the engine?
Not automatically. Use UVs and compatible image-based Principled BSDF materials. Arbitrary procedural shaders are not baked or translated into engine shaders. Review the export findings and check textures, alpha and materials after import.
Can I keep changing my original animation after exporting?
Yes. The main workflow prepares separate export assets. Keep animating on the original character and Actions, check asset changes, then choose which included clips to update and export. Review a skeleton rebuild when prompted; the legacy Advanced & Recovery workflow has different source-binding behavior.
Which ZIP should I install?
Extract the outer Rigport.zip once, then open the Rigport folder. Install the inner rigport-1.3.7.zip through Blender’s Edit > Preferences > Get Extensions > Install from Disk. Keep that inner ZIP intact. If you download the standalone installer directly, install it without extracting it.
Which engines and export formats does it target?
Unity Humanoid/Generic and Unreal Generic use FBX; Godot Humanoid/Generic use GLB. Godot 4.7.1 Generic playback fixtures are documented as tested with specific import settings. Unity/Unreal visual acceptance and full humanoid retargeting verification remain pending, so inspect the result in your engine.
Does RigPort work with fully custom rigs or create a rig for me?
RigPort starts from an existing rigged, weighted character. It is built around Rigify, including supported hybrid Rigify setups with custom deform bones. Compatibility with arbitrary fully custom rigs is not established, and RigPort does not automatically rig or skin a model.
Which Blender versions and operating systems are documented?
The supplied guide lists Blender 4.2 LTS, 4.5 LTS and 5.2 LTS. It reports installation/export testing on macOS Apple Silicon and Linux x86-64. Native Windows and macOS Intel verification remain pending. Your source rig still needs its own required add-ons and dependencies.
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