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  • Welcome to the Auto-Rig Pro documentation!
    Welcome to the Auto-Rig Pro documentation! This complete guide gives instructions to start with, from installing the addon, rigging, to skinning and appending the character in a new scene
  • Auto-Rig — AutoRigPro Doc documentation
    The Mike Rig is a free character rigged with Auto-Rig Pro, it can be used as a reference to understand how the weights must be distributed for each bone The facial rig is a mix of shape keys and bones
  • Help FAQ — AutoRigPro Doc documentation
    This is a current limitation of the Blender automatic weight solver, that Auto-Rig Pro is using as well Also, the automatic binding can never be perfect and requires the rig artist’s hand to improve the result
  • Quick Rig — AutoRigPro Doc documentation
    Quick Rig is a powerful extension for Auto-Rig Pro that turns rapidly any skeleton+mesh into a full Auto-Rig Pro armature with controllers, including weights preservation, IK-FK generation…
  • Rig Features — AutoRigPro Doc documentation
    Rig Layers is a list of custom layers for rig and characters related elements, to quickly hide or show components: armature layers, bones, collection and objects
  • Updates Log — AutoRigPro Doc documentation
    The “update” feature of Auto-Rig Pro will handle this for you Thus, when opening a rig file from Blender 2 79, a button labelled “UPDATE REQUIRED” will prompt the update
  • Download — AutoRigPro Doc documentation
    Download Auto-Rig Pro Download Auto-Rig Pro is a paid addon, it can be downloaded from Gumroad or Superhive Documentation Download To read off-line, click here to download the documentation - Mirror For Blender 2 79 users, the old doc can be downloaded here
  • Remap — AutoRigPro Doc documentation
    It can be any type of armature (Auto-Rig Pro, Rigify, custom rig…) However, the built-in mapping Presets are made specifically for Auto-Rig Pro armatures as Target
  • Game Engine Export — AutoRigPro Doc documentation
    Auto-Rig Pro features UE settings to export correct bone names and axes for UE, but this is only the first half of the work For best results, UE needs the imported character to have a very similar skeleton to the UE Mannequin skeleton





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