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AutoRigPro-to-Rigify

This Blender addon automatically aligns a Rigify metarig to your Auto-Rig Pro (ARP) reference bones. Use ARP’s quick marker placement, then switch to Rigify for final rig generation. It’s the best of both worlds—fast setup with your preferred rig system!

Requirements: AutoRigPro (https://superhivemarket.com/products/auto-rig-pro).

Recommendation (Optional): Faceit (https://superhivemarket.com/products/faceit).

Installation: Menu > Edit > Preferences > Install > (select .zip folder) > N-panel > Tools

Usage: Use this addon BEFORE AutoRigPro "skinning" and "binded" process.

Disclaimer: This addon will NOT convert "AutoRigPro" face bones to Rigify. This addon will ONLY converts "AutoRigPro" body bones to Rigify-MetaRig.

Enjoy! Updates coming soon!

AutoRig-To-Rigify Pro Documentation

Table of Contents

  1. Overview
  2. Installation
  3. Getting Started
  4. User Interface
  5. Step-by-Step Workflow
  6. Advanced Features
  7. Troubleshooting
  8. FAQ
  9. Technical Reference
  10. Support

Overview

AutoRig-To-Rigify Pro is a Blender addon that seamlessly converts Auto-Rig Pro armatures to Rigify metarigs, allowing you to leverage the benefits of both rigging systems. The addon provides intelligent bone mapping, automatic alignment, and multi-mesh parenting capabilities.

Key Features

  • Automatic Bone Alignment: Maps 150+ bones from Auto-Rig Pro to Rigify naming conventions
  • Multi-Mesh Support: Parent multiple meshes to the rig with automatic weights
  • Face Bone Management: Choose to keep or remove face bones based on your needs
  • Transform Preservation: Maintains scale, rotation, and position during conversion
  • One-Click Generation: Streamlined workflow from setup to final rig

System Requirements

  • Blender Version: 4.0 or higher
  • Required Addons:
    • Rigify (bundled with Blender)
    • Auto-Rig Pro (for source armatures)
  • Operating System: Windows, macOS, Linux

Installation

Method 1: Standard Installation

  1. Download the autorig_to_rigify.py file
  2. Open Blender and go to Edit > Preferences
  3. Navigate to the Add-ons tab
  4. Click Install... and select the downloaded file
  5. Enable the addon by checking the box next to "AutoRigPro-To-Rigify"
  6. Save Preferences to keep the addon enabled

Method 2: Manual Installation

  1. Locate your Blender addons folder:
    • Windows: %APPDATA%\Blender Foundation\Blender\4.x\scripts\addons\
    • macOS: ~/Library/Application Support/Blender/4.x/scripts/addons/
    • Linux: ~/.config/blender/4.x/scripts/addons/
  2. Copy the autorig_to_rigify.py file to this folder
  3. Restart Blender
  4. Enable the addon in Preferences > Add-ons

Verification

After installation, you should see the "ARP to Rigify" panel in the 3D Viewport's N-panel under the "Tool" category.


Getting Started

Prerequisites

Before using the addon, ensure you have:

  • An Auto-Rig Pro armature in your scene (source rig)
  • Rigify addon enabled in Blender preferences
  • Basic understanding of Blender's armature system

Quick Start (5 Minutes)

  1. Open a Blender file with an Auto-Rig Pro character
  2. Access the addon panel (N-panel > Tool > ARP to Rigify)
  3. Select your Auto-Rig Pro armature in "Target Rig"
  4. Add a Human Metarig using the button in section 2
  5. Select the newly created metarig in "Rigify Rig"
  6. Follow the numbered workflow in the panel (sections 3-7)

User Interface

The addon interface is organized into 7 logical sections in the 3D Viewport N-panel:

Panel Location

  • 3D Viewport > N-Panel > Tool Tab > ARP to Rigify

Section Overview

1. Rig Selection

  • Target Rig (AutoRig Pro): Select your source Auto-Rig Pro armature
  • Rigify Rig: Select the destination Rigify metarig

2. Add Metarig

  • Add Human Metarig: Creates a new Rigify human metarig

3. Face Bones

  • Keep Face Bones: Toggle to preserve or remove facial bones
  • Process Face Bones: Executes the face bone handling

4. Align Metarig

  • Align Rigs (Object Mode): Aligns the metarig to the Auto-Rig Pro armature
  • Align Bones (Edit Mode): Precisely aligns individual bones

5. Apply Transforms

  • Apply All Transforms: Applies location, rotation, and scale to the metarig

6. Generate Final Rig

  • Generate Rig: Creates the final Rigify rig from the metarig

7. Parent Meshes to Rig

  • Rig Controls: Select the generated Rigify rig for parenting
  • Mesh List: UI list for managing meshes to parent
  • Parent Meshes w/ Auto Weights: Parents all listed meshes to the rig

Step-by-Step Workflow

Step 1: Rig Selection

  1. Import or create your Auto-Rig Pro character
  2. Select the Auto-Rig Pro armature in the "Target Rig" field
  3. Verify the armature contains the expected bone structure

Tip: The Auto-Rig Pro armature should have bones with names like arm_ref.l, thigh_ref.l, etc.

Step 2: Add Metarig

  1. Click "Add Human Metarig" to create a new Rigify metarig
  2. Select the newly created metarig in the "Rigify Rig" field
  3. Position the metarig near your character if needed

Note: This creates a standard Rigify human metarig that will be modified to match your Auto-Rig Pro character.

Step 3: Face Bones Management

  1. Decide whether you need facial animation controls
  2. Check "Keep Face Bones" if you want facial controls (default: unchecked)
  3. Click "Process Face Bones" to apply your choice

Face Bones Include: jaw, chin, cheek, nose, lip, eye, lid, brow, ear, forehead, temple, teeth, tongue bones

Step 4: Align Metarig

This is the core conversion step with two alignment phases:

Phase A: Object Alignment

  1. Click "Align Rigs (Object Mode)"
  2. Verify the metarig moves to match the Auto-Rig Pro armature's position
  3. Check that rotation and scale are also matched

Phase B: Bone Alignment

  1. Click "Align Bones (Edit Mode)"
  2. Wait for the alignment process to complete
  3. Verify bones are properly positioned (you can check in Edit Mode)

Important: The alignment process maps over 150 bones automatically, including:

  • Limbs (arms, legs, fingers, toes)
  • Spine chain with special handling for intermediate vertebrae
  • Facial bones (if kept)

Step 5: Apply Transforms

  1. Click "Apply All Transforms"
  2. Verify the metarig's transforms are zeroed out
  3. Check that the rig maintains its position and proportions

Why This Matters: Rigify requires clean transforms for proper rig generation.

Step 6: Generate Final Rig

  1. Ensure the metarig is selected and active
  2. Click "Generate Rig"
  3. Wait for Rigify to create the final control rig
  4. Verify a new armature appears (usually named "rig")

Result: You now have a fully functional Rigify control rig based on your Auto-Rig Pro character proportions.

Step 7: Parent Meshes to Rig

Setting Up the Mesh List

  1. Select the generated Rigify rig in "Rig Controls"
  2. Select mesh objects in the 3D viewport
  3. Click the "+" button to add selected meshes to the list
  4. Repeat for all character meshes (body, clothing, accessories)

Parenting Process

  1. Review the mesh list to ensure all required meshes are included
  2. Click "Parent Meshes w/ Auto Weights"
  3. Wait for the automatic weight painting process
  4. Test the rig by moving control bones in Pose Mode

Advanced List Management:

  • Remove Selected: Remove highlighted mesh from list
  • Clear List: Remove all meshes from list
  • Empty Slots: Automatically skipped during parenting

Advanced Features

Bone Mapping System

The addon uses a comprehensive bone mapping dictionary that translates Rigify bone names to Auto-Rig Pro equivalents:

Rigify Bone → Auto-Rig Pro Bone
"thigh.L" → "thigh_ref.l"
"shin.L" → "leg_ref.l"
"foot.L" → "foot_ref.l"

Special Bone Handling

Spine.004 Special Case

The addon automatically handles the intermediate spine bone (spine.004) which doesn't have a direct Auto-Rig Pro equivalent:

  • Positioned between spine.003 and spine.005
  • Adjusted for proper spine chain flow
  • Maintains natural curvature

Finger Mapping

Complete finger bone mapping for both hands:

  • Palm bones (base positions)
  • Three segments per finger
  • Thumb with proper positioning
  • Index, middle, ring, and pinky fingers

Multi-Mesh Parenting

The addon supports complex character setups with multiple mesh objects:

  • Body meshes: Main character geometry
  • Clothing: Separate clothing pieces
  • Accessories: Weapons, jewelry, etc.
  • Hair: Separate hair meshes

Error Handling

The addon includes comprehensive error checking:

  • Missing armatures: Warns if required rigs aren't selected
  • Invalid bone structures: Alerts for unexpected bone hierarchies
  • Failed operations: Provides clear feedback on what went wrong
  • Empty mesh slots: Automatically skips invalid entries

Troubleshooting

Common Issues

"Rigify addon must be enabled"

Problem: Rigify is not enabled in Blender preferences Solution:

  1. Go to Edit > Preferences > Add-ons
  2. Search for "Rigify"
  3. Enable the Rigify addon
  4. Restart the operation

"Please select both Auto-Rig Pro and Rigify metarig"

Problem: One or both armatures are not selected Solution:

  1. Verify both armatures exist in your scene
  2. Select the correct armatures in the dropdown fields
  3. Ensure objects are actually armatures, not other object types

"Failed to generate rig"

Problem: Rigify generation failed Solution:

  1. Ensure the metarig has proper bone structure
  2. Check that all required bones are present
  3. Verify the metarig has applied transforms
  4. Try generating manually with the selected metarig

Bones not aligning properly

Problem: Some bones appear in wrong positions Solution:

  1. Check that your Auto-Rig Pro rig uses standard bone names
  2. Verify the rig is in rest position
  3. Ensure both rigs have the same world orientation
  4. Try the alignment process again

Meshes not parenting correctly

Problem: Automatic weights not working Solution:

  1. Ensure meshes are manifold (no holes or non-manifold geometry)
  2. Check that the rig is the active object during parenting
  3. Verify mesh objects are actually mesh type
  4. Try parenting manually with Ctrl+P > Armature Auto

Performance Issues

Slow bone alignment

Cause: Large numbers of bones being processed Solution:

  1. Remove unnecessary bones before alignment
  2. Use "Keep Face Bones" = False if facial animation isn't needed
  3. Work with proxy/simplified meshes during setup

Memory usage during parenting

Cause: High-resolution meshes with automatic weights Solution:

  1. Reduce mesh resolution during rigging phase
  2. Parent meshes one at a time for very complex characters
  3. Use manual weight painting for hero characters

FAQ

General Questions

Q: Can I use this addon with non-humanoid characters? A: Currently, the addon is optimized for humanoid characters. Non-humanoid characters may require manual adjustment of the bone mapping.

Q: Does this work with custom Auto-Rig Pro setups? A: The addon works best with standard Auto-Rig Pro human rigs. Custom bone names or structures may require manual adjustment.

Q: Can I modify the bone mapping? A: Advanced users can modify the bone_mapping dictionary in the addon code to customize mappings.

Workflow Questions

Q: Do I need to keep the Auto-Rig Pro armature after conversion? A: No, once the Rigify rig is generated and working properly, you can delete the Auto-Rig Pro armature.

Q: Can I use this with existing animations? A: This addon is primarily for rig conversion. Animation transfer between different rig types requires additional tools.

Q: What if I need to make changes after generation? A: You can modify the metarig and regenerate the Rigify rig. However, you'll need to re-parent meshes afterward.

Technical Questions

Q: Why do I need to apply transforms? A: Rigify requires clean transforms (0,0,0 location/rotation and 1,1,1 scale) to generate properly.

Q: Can I undo the conversion process? A: The conversion creates new objects, so your original Auto-Rig Pro setup remains unchanged. You can always delete the generated rigs.

Q: How do I know if the conversion was successful? A: Test the generated rig in Pose Mode. All major body parts should deform the mesh properly when you move control bones.


Technical Reference

Supported Bone Names

Auto-Rig Pro Bones (Source)

# Limbs
thigh_ref.l/r, leg_ref.l/r, foot_ref.l/r, toes_ref.l/r
arm_ref.l/r, forearm_ref.l/r, hand_ref.l/r

# Spine
root_ref.x, spine_01_ref.x, spine_02_ref.x, spine_03_ref.x
neck_ref.x, head_ref.x

# Fingers (per hand)
thumb1_ref.l/r, thumb2_ref.l/r, thumb3_ref.l/r
index1_ref.l/r, index2_ref.l/r, index3_ref.l/r
middle1_ref.l/r, middle2_ref.l/r, middle3_ref.l/r
ring1_ref.l/r, ring2_ref.l/r, ring3_ref.l/r
pinky1_ref.l/r, pinky2_ref.l/r, pinky3_ref.l/r

Rigify Bones (Target)

# Limbs
thigh.L/R, shin.L/R, foot.L/R, toe.L/R
upper_arm.L/R, forearm.L/R, hand.L/R

# Spine
spine, spine.001, spine.002, spine.003, spine.004, spine.005, spine.006

# Fingers (per hand)
thumb.01.L/R, thumb.02.L/R, thumb.03.L/R
f_index.01.L/R, f_index.02.L/R, f_index.03.L/R
f_middle.01.L/R, f_middle.02.L/R, f_middle.03.L/R
f_ring.01.L/R, f_ring.02.L/R, f_ring.03.L/R
f_pinky.01.L/R, f_pinky.02.L/R, f_pinky.03.L/R

Face Bones List

The addon can remove the following facial bones if "Keep Face Bones" is disabled:

face_bones = [
    "face", "jaw", "jaw.L", "jaw.L.001", "jaw.L.002", "jaw.R", "jaw.R.001",
    "chin", "chin.001", "chin.002", "chin.R", "chin.L", "chin.L.001",
    "cheek.T.L", "cheek.T.L.001", "cheek.T.R", "cheek.T.R.001", 
    "cheek.B.R", "cheek.B.R.001", "cheek.B.L", "cheek.B.L.001",
    "nose", "nose.L", "nose.L.001", "nose.R", "nose.R.001",
    "lip.T.L", "lip.T.L.001", "lip.B.L", "lip.B.L.001",
    "eye.L", "eye.R", "lid.T.L", "lid.T.L.001", "lid.B.L", "lid.B.L.001",
    "brow.B.L", "brow.B.L.001", "brow.T.L", "brow.T.L.001",
    "ear.L", "ear.L.001", "ear.R", "ear.R.001",
    "forehead.L", "forehead.L.001", "forehead.R", "forehead.R.001",
    "temple.L", "temple.R", "teeth.T", "teeth.B", 
    "tongue", "tongue.001", "tongue.002", "tongue.003"
    # ... and more
]

Operator Reference

Core Operators

  • object.add_metarig: Adds Rigify human metarig
  • object.handle_face_bones: Processes face bone options
  • object.align_rigs: Aligns armatures in object mode
  • object.align_bones: Aligns individual bones in edit mode
  • object.apply_transforms: Applies all transforms to metarig
  • object.generate_rig: Generates final Rigify rig
  • object.parent_with_weights: Parents meshes with automatic weights

List Management Operators

  • mesh.add_selected_to_parent_list: Adds selected meshes to parenting list
  • mesh.remove_selected_from_parent_list: Removes selected mesh from list
  • mesh.clear_parent_list: Clears all meshes from list

Property Groups

RigSelectionProperties

auto_rig: PointerProperty          # Auto-Rig Pro armature
rigify_rig: PointerProperty        # Rigify metarig
rig_controls: PointerProperty      # Generated Rigify rig
keep_face_bones: BoolProperty      # Face bone handling option
meshes_to_parent: CollectionProperty  # List of meshes to parent
active_mesh_index: IntProperty     # Active mesh in list

Support

Getting Help

  1. Check this documentation for common issues and solutions
  2. Review the FAQ section for frequently asked questions
  3. Test with simple setups to isolate complex issues
  4. Verify addon and Blender versions are compatible

Reporting Issues

When reporting issues, please include:

  • Blender version (4.0, 4.1, etc.)
  • Addon version (check addon preferences)
  • Auto-Rig Pro version (if applicable)
  • Step-by-step description of the issue
  • Error messages (if any)
  • Sample file (if possible)

Feature Requests

We welcome suggestions for new features! Consider:

  • Specific use cases that aren't currently supported
  • Workflow improvements that would save time
  • Additional rigging systems for integration
  • Custom bone mapping requirements

Community Resources

  • Blender Artists Forum: Community discussions and tips
  • YouTube Tutorials: Video walkthroughs and examples
  • GitHub Issues: Bug reports and feature requests
  • Discord Communities: Real-time help and discussion

Changelog

Version 2.1 (Current)

  • Initial release with core functionality
  • 150+ bone mapping support
  • Multi-mesh parenting system
  • Face bone management
  • Comprehensive error handling
  • Intuitive UI panel organization

Planned Updates

  • v2.2: Custom bone mapping editor, performance improvements
  • v2.3: Non-humanoid character support, animation transfer tools
  • v2.4: Integration with additional rigging systems

License

This addon is released under the GNU General Public License v3.0 (GPL v3).

You are free to:

  • Use the addon for any purpose
  • Modify the source code
  • Distribute copies
  • Distribute modified versions

Under the conditions that:

  • You provide the source code
  • You include the license notice
  • You state any changes made

For the full license text, see: https://www.gnu.org/licenses/gpl-3.0.html


Copyright (C) 2025 Israel Andrew Brown
Created by Israel Andrew Brown, Jamaica

This documentation is part of the AutoRig-To-Rigify Pro addon for Blender.

About

This Blender addon automatically aligns a Rigify metarig to your Auto-Rig Pro (ARP) reference bones. Use ARP’s quick marker placement, then switch to Rigify for final rig generation. It’s the best of both worlds—fast setup with your preferred rig system!

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