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Press to see a full list of plugin features!
Based on Selection
Nothing:
- Select Autosave Folder
Rigs:
- Rig Character
- Parent Assets in Proximity
- Fix Properties
- Select Accessories
- Insert Default Containers
- Save Backup
- (+LShift) Fix Rig
Models/Folders
- Select Rigs
Welds/Motor6D
- Shorten name
- Convert to Motor6D (Weld only)
- Convert to Weld (Motor6D only)
Settings
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.Autosaving
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.
Press to see more details about this feature!
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Models/Folders are supported (and encouraged) for organizing assets.
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Accessories are rigged the same way as folders but do not need to be named at all, so long as it has attachment data.
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This function can be executed on multiple rigs at a time and will show what rig is being processed while the application is running.
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If necessary, folders feature a
Limb
attribute if they must use a name not recognized by the Naming_Convention configuration.
Quality Control
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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.
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Any missing attachment data from limbs are made before rigging starts.
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All assets are automatically set to Unanchored, and no Collide, Touch, and Query.
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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 criteria.
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This feature can be manually brought up by holding Left-Shift with a rig selected.