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… Built to comply with the vast majority of character skeletons, even non-standard bones axes.
First of all, each limb must be added in the limb list.
Select the pelvis bone
Click the + button to add a new spine limb
Select a shoulder bone
Clck the + button to add an arm limb
And so on, for each limb
Bones are automatically set in the limb definition when adding new limbs. However, the automatic guess may fail depending on the skeleton complexity. It’s recommended to check that each input is correct and modify them if necessary.
Twist Bones Amount: Number of twist bones used for the upperarm and forearm bones (e.g. 2 twist bones = 2 upperarm twist bones + 2 forearm twist bones => 4 total)
Shoulder, Arm, Twist…: The name of the bones for each of these type of joint.
The arm, forearm and hand bone are required for the arm limb. Other bones are optional if they don’t exist in the skeleton.
Fingers: Supports 3 or 4 fingers phalanges. 3 means excluding metacarpal bones inside the palm, while 4 includes these bones (except the thumb which is always made of 3 bones)
Hand and Fingers Up Axis: Define which axis is pointing up for the hand and finger bones.
Twist Bones Amount: Number of twist bones used for the thigh and calf bones (e.g. 2 twist bones = 2 thigh twist bones + 2 calf twist bones => 4 total)
Thigh, Twist, Calf…: The name of the bones for each of these type of joint
The thigh, calf, foot bones are required for the leg limb. Other bones are optional if they don’t exist in the skeleton.
Use World Z: Use the world Z axis coordinates to define the foot axis that is pointing up. If disabled, set it manually with the input below.
Pelvis, Spine1, Spine2…: The name of the bones for each of these type of joint
Use World Y: The spine bones Z axis will point toward the world Y axis
Connect: The head of a bone should be a the tail position of its parent bone. Recommended, unless it leads to issues with the final rig.
Neck, Neck 2, Head…: The name of the bones for each of these type of joint
Use World Y: Ise the world Y axis coordinates to define the head axis orientation.
Only the head bone is required. Other bones are optional if they don’t exist in the skeleton.
Auto Primary Axis: Automatically find the primary axis of bones. The primary axis is generally the axis pointing toward the child of the bone. If disabled, the axis is defined using the manual input below.
If enabled, allows to use another bone weights as weights for the specified bone. Useful for non-standard, complex skeleton that uses unusual weights distribution.
For example, if the arm bone doesn’t deform the mesh with weights, but another child bone of the arm bone does, you may want to use these weights instead. In this case, enable Weights Override, click the new bone icon that popped up next to the bone name in the list, and set the name of the bone that should deform.
Additional bones, called orphan bones, that don’t belong to the limb definition (e.g. a watch around the wrist, eye, nose…) are automatically inserted in the rig hierarchy later when building the final rig.
Generating the Rig¶
Once all limbs are set in the list, the rig can be generated:
Click Quick Rig!
Neck Twist: enable automatic neck twist rotation when rotating the head
Match to Rig: if enabled, build the final rig with controllers in Pose Mode. If disabled, leaves the rig in Edit Reference Bones mode, for manual adjustment. Match to Rig can be clicked later to complete the rig, in the Auto-Rig Pro main panel.
Preserve Volume: enable dual quaternion skinning for better volume preservation (typically used to improve arm and leg twist deformation, elbow, knee…). Not recommended when exporting to game engine, they don’t support this type of skinning
Hide Base Armature: Hide the base skeleton if enabled, otherwise let it be visible
Shapes: Set the custom shape of orphan bone with this shape data
Scale: Set the orphan bone scale
Color: Set the orphan bone’s group color, as drawn in the 3D viewport
Layer: Set orphan bones in this armature layer
Mapping presets can be imported and exported as a file, to quickly load them later when using a similar skeleton. The downarrow button allows to import default presets.