Auto Rig Pro for Blender

Auto-Rig Pro is a set of tools to rig characters, retarget animations, and provide Fbx export for Unity and Unreal Engine.

  • Automatic bone placement solver based on mesh recognition for bipeds characters. Asymmetrical models supported.
  • Edit Reference Bones feature to modify the rig anytime you want. No need to redo everything if a bone is not where you want it to be.
  • Modular: only use what you need. Choose the number of fingers, toes, add optional tail, ears, breasts. Duplicate or remove limbs to rig multi-peds creatures.
  • Fingers auto-rotation option: bend when scaling the first phalange
  • Easy controller shape edition
  • Bone picker: Can be turned on/off, import/export presets. Customizable.
  • Colors customization
  • Cartoon compliant: Stretchy spine, legs, arms…
  • IK-FK snap with autokey working, and snaps properly when unlocking all the leg/forearm rotation axis
  • IK-FK controllers auto hide
  • Hybrid IK pole / IK arrow vector
  • Knees and elbows pinning
  • Head rotation locked or free
  • Bend all fingers in one click (fingers grasp), fist pre-defined pose, auto rotation of fingers phalanges from scale
  • IK/FK eyes
  • Auto-eyelid rotation
  • Multiple Child-Of constraints support for the IK hands and feet to change their parent space any time (e.g. if the character is driving a car, hands on the wheel, then grab the car door)
  • Complete set of secondary controllers for fine pose sculpt
  • Advanced facial setup with automated placement
  • Improved skinning based on Blender’s heatmaps. Auto-splitting of multiple elements. Compliant with the Voxel Heat Diffuse Skinning addon.
  • Shape keys drivers creation tool
  • Game engines support, FBX: Unity – Unreal Engine. Generic, Humanoid and Universal rig type
  • Bone remapper to retarget any armature action to another one, with different bone names and bone orientations. IK support. BVH, FBX files compliant, e.g. Mixamo animations.
  • Compliant with X-Muscle System for realistic muscles simulation

Auto Rig Pro

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UNITY FBX EXPORTER round-trip workflow

UNITY FBX EXPORTER round-trip workflow enables you to export Unity scenes to FBX, import into Maya, Maya LT, or 3ds Max.

New Features
Added support for exporting Skinned Meshes with legacy and generic animation
– Added support for exporting Lights with animatable properties (Intensity, Spot Angle, Color)
– Added support for exporting Cameras with animatable properties (Field of View)
Added ability to export animation on transforms
Added ability to export animation clips from Timeline
– Added new UI to set export settings
– Added multi-file import to Maya plugin
– Added multi-file export by scene selection to Maya plug-in
– Added multi-file import to 3ds Max plug-in
– Added multi-file export by scene selection to 3ds Max plug-in
– Added UI to help manage name changes when updating Linked Prefabs
Added support for exporting Blendshapes

Rig inside Unity with Puppet:3D

Puppet3D is a professional rigging toolset for Unity.


  • AUTORIG – Rig it in a minute! Makes rigging a biped really fast.
  • Create bones and skin them to any character or asset.
  • IK & FK – Make IK controls for the limbs, which can blend between IK and FK.

Create a “Mod-Rig” on a humanoid in 1 click, to modify or make new animations.

  • Advanced Rigging – Spline Controls for tails and bendy things, Parent, Orient, IK and Global controls.
  • Paint the Skin Weights.
  • Voxel based default skin weights. Spreads the weights through the characters volume.
  • Pose Saving & Loading
  • Bake Control Animations Onto Bones

Puppet:3D on the Unity Asset Store

Ink – Markup Language for Branching Narratives

Ink is an open source narrative scripting language developed by Inkle, creators of the IGF award-winning 80 Days. The free Inky compiler can export Ink story files to JSON for integration with Unity, or create a fully functional Javascript-powered web player like the example below:

At its most basic, Ink can be used to write a branching dialogue tree or a non-linear Choose Your Own Adventure story with multiple endings, but its real strength is allowing non-technical writers to create dynamic narratives using only minimal markup syntax. The text remains readable allowing an author to follow the story flow by eye, and edit at any point to add new branching options and alternate text, update variables, and reconnect to the main story.

Inky, a writing app, player, and compiler for .ink story files

There’s no programming loop. Instead an ink runtime follows a single path through the text, typically following a goto link, jumping directly to sections called knots and their order-prioritized sub-sections called stitches – with a name like ink it would be reasonable to expect the metaphors would be about pens and writing but an inkle loom is a device for weaving straps out of one continuous thread wound around pegs (an elegant metaphor that isn’t terribly helpful in understanding ink’s syntax).

an inkle weaving loom

Ink runtime keeps track of which sections of the story have already been visited, automatically removing the options that have already been picked. Multiple choice dialog branches can be nested in place, creating conversational diversions before seamlessly weaving back into the main thread. Authors can write in natural prose, following conventions of visual novels or interactive fiction, and not worry about specialized code or relying on programmers to generate the options.

Ink Homepage
Ink Documentation
Someone uploaded Ink Playmaker actions on Github

Procedural Listening

Fully-procedural animation. I’m using a function state machine (Playmaker) to trigger random timing on expressions and head tilts, and an IK system smooths the movement of the head, neck, and shoulders at slightly different timings.

I ended up creating an elaborate gimbal of parented rotating joints so the chin could point in one direction and the eyes another. The IK system is set up to follow the rotation of one of the gimbal joints, rather than rotating the head directly.