Auto Rig is a morph-making utility for both R6 and R15 characters that uses a selection-dependent UI for control, and Roblox engine accessory mechanics to rig assets to characters. ⠀
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AutoRig uses an ordered array of names to associate asset folders to limbs for rigging. These are basic by default but can be expanded upon to fit user preferences.
To avoid any loss of progress, AutoRig automatically saves rigs before rigging or fixing a character. Manual saves can be made using the interface with a rig selected. Each save contains a timestamp for easier lookup and navigation.
Rigging Assets To Accessories
Organize your assets into folders for rigging, and let AutoRig do the rest. Rigged accessories have assets and welds in separate folders for readability and organization. Models are kept how they are to ensure no level of organization is lost after the rigging process.
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Models/Folders are supported (and encouraged) for organizing assets.
Accessories are rigged the same way as folders but do not need to be named at all, so long as it has attachment data.
This function can be executed on multiple rigs at a time and will show what rig is being processed while the application is running.
If necessary, folders feature a Limb attribute if they must use a name not recognized by the Naming_Convention configuration.
Quality Control
User will be notified if the average distance of assets to the limb is higher than usual, as well as if the highest recorded distance is abnormally high.
Any missing attachment data from limbs are made before rigging starts.
All assets are automatically set to Unanchored, and no Collide, Touch, and Query.
Shirts/ShirtGraphics/Pants are renamed from Clothing to their ClassName.
Parent Assets to Rig By Proximity
Find and parent any nearby assets to your rig. Uses GetPartsInPart method on a box centered around the HumanoidRootPart. Baseplate and any assets already in a rig model are exempt from being parented.
Fix Rig
Sometimes working with others doesn’t go right, or a rig is just missing core components and you can’t undo your changes. Fix rig keeps the rig intact whilst restoring any missing limbs, Motor6D joints, and attachments. It has a fallback to a new template R6 if it fails to restore anything.
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This feature appears when AutoRig detects a rig selected but does not meet the R6Check or R15Check criteria.
This feature is only available on R6 models as of Version 2.4.
This feature can be manually brought up by holding Left-Shift with a rig selected.
Introducing R15 support with compatibility for all features, excluding "Fix Rig".
Primary focuses of changes:
- Added compatibility for R15 rigs.
- Added 15+ new settings.
- Completely overhauled settings DockWidget.
Press to see a in-depth list of changes with version 2.4
Removed “R6” from PLUGIN_NAME
Removed “R6” from Rigging Interface Title
Added R15 rigging module
Added DefaultNamingConventionsJSON_R15
Redid settings DockWidget
Changed DockWidget name
Added setting AutosaveFolderName
Added setting ChangeAutosaveLocationName
Added setting UseLocalTimeForAutosave
Added setting AreAccessoriesAssetContainers
Added setting AreFoldersAssetContainers
Added setting AreModelsAssetContainers
Added setting IgnoreTags
Added optimization setting CanCollide
Added optimization setting CanTouch
Added optimization setting CanQuery
Added optimization setting Massless
Added optimization setting CastShadow
Added optimization setting DoubleSided
Added optimization setting FluidForces
Added optimization setting RenderFidelity
Added optimization setting CollisionFidelity
Added optimization setting FluidFidelity
Added “Reset All Settings” button
Added “Clear All Autosaves” button
Known Issues:
- All dropdown menus and their respective first selection option cannot be selected on plugin initialization until any other option is selected, due to a conflict between setting autoloading and interface creation.
Credits to ThatGuyNotMox for assistance with the Settings DockWidget and its creation, testing, and implementation to the plugin.
I’m not quite sure how I would do that, but I’m not opposed to the idea, and if you were to tell me how, I may look into it further. Though I was thinking of releasing a lite version that would only have very rudimentary core features of the original plugin. It wouldnt have any of the fancy QOL features, but rather just a button to convert the asset containers into rigged accessories.
- Implemented a fix to how bulk rigging operations checked R6 vs R15.
- Changed how rigs were processed and returned from their temp folders in bulk rigging.
- Added an experimental setting RunBulkInParallel
- Fixed an issue where highlights would fail to clear after performing a bulk rigging operation.
New Experimental Setting
RunBulkInParallel changes how AutoRig processes actions with more than one (1) selection, where previously they would run sequentially and continue to yield for the next selection. Now, it processes up to 25 selections at the same time using coroutines via Task.spawn().