Arigify Blender add-on
Speed up your Blender to game engine workflow! Use the Rigify Blender add-on to rig your meshes and animate them. Get rid of all the clutter in your bone hierarchy and bake your animations, all with the click of a single button using Arigify. Export and enjoy!
Features
• Save time on rigging and converting skeletons and animations to a format accepted by your game engine
• Takes literally seconds to set up for each different rig
• Working with Unreal Engine 4, Unity or Godot? Got you covered
• Working with non-human characters? No problem! Arigify can handle arbitrary character topologies
• Use in-engine inverse kinematics without having to deal with disjoint bone chains or replicating all of the Rigify related constraints in your favourite engine
• Are those pesky left-right symmetric bone hierarchies keeping you from mirroring your physics constraints and collision bodies in UE4? Just select a couple bones and flip them for proper orientation
• Have your NLA prepared automatically to only export the animations you want to
• Convert root bone animation to object animation and remove the root bone
• Written entirely in Python for maximum compatibility
• Documentation in PDF format included
Version 1.0.1:
• Fixed bone scaling related issues and updated docs accordingly
Version 1.0.2:
• fixed issues that prevented usage with Blender 2.83
• added sections to the docs regarding the numbers of vertex weights and IK bones
Version 1.1:
- Added proper support for Blender 3.0 and 3.1
- Tested with Blender 3.0.1 and 3.1.2 on Windows 10. The results were imported to Unreal Engine 4.27.2, 5.0.1 and Unity 2022.1.2f1 on Windows 10.
- Removed support for older Blender versions (the older version of the addon can also be found among the product files if needed)
- Removed timer setting from addon preferences
- Fixed broken animation baking when the root removal option is on
- Fixed issues related to incompatibility with the newer versions
- Fixed the annoying error that pestered the user when the arigified rig was in the root scene collection and not any sub-colllections
- Fixed bone flipping not resulting in perfectly correct bone rolls on some rigs
Known issues:
Importing an arigified model to Godot seems broken with the new version. I am currently unsure whether this is caused by changes in the addon, Blender fbx/dae export, or Godot.
Discussions regarding Arigify:
Arigify Blender add-on, with source code and documentation included