Changelog
What changed in MonRig, newest first. Each entry has its own page to link to; RSS carries them too.
October 2026
Auto rig for insects, spiders, scorpions and crabs
Auto rig used to refuse every creature with more than four legs. It now proposes the markers for Hexapod (insects, spiders, scorpions) and Crab creatures.
- Every leg row gets its tip (where the leg touches the floor), its root (where it leaves the body) and its knee: the first bend, counted from the root. A leg with a second bend also gets its ankle.
- The leg count is filled in from the proposal, so the guided panel knows how many rows to ask for.
- The head: where it starts and the front of the face.
- Claws: on scorpions, mantises, lobsters and crabs, the front pair becomes the claws (tip, root, elbow and wrist), not a leg row.
- A marker the AI puts just outside the mesh is moved to the nearest point inside the body. Whatever is left is yours to drag before you fit.
On our test spider the leg tips landed within about 1 % of the creature's height of where we had placed them by hand, and the knees and roots within about 2 %. The head and the hips were further off, up to 8 %. Check the leg count, the claws and the head before you press Fit from markers. A missing leg pair is easy to spot in the views.
The free Auto rig runs work here too: three per account, one per model, then one credit per run.
Many-legged creatures: the leg count first, a knee on every leg
- How many legs per side? now needs an answer before you place leg markers or fit. Before, a spider with three leg pairs could be left at the layout's default of four rows. Two rows then shared one real leg, and nothing warned you.
- The knee marker is now required on every leg row, in Quick and in Precise mode. Which bump is the knee? Start at the leg's root and follow it outwards. The knee is the first place it bends: often the top of the arch, where the leg stops rising and turns down. If the leg first dips from the body, it is the bottom of that dip. Spikes, spurs and rings on a segment are not bends.
- Precise mode offers an optional leg ankle marker on simple legs: the second bend, the corner where the leg turns down to its tip. On legs with an extra foot bone it is called leg hock.
Creatures really sleep now — and can lie down first
Until now Sleep was a doze on the feet — fine for a battle status, odd for a dog at night. The Sleep clip now has a How it sleeps picker:
- Stand — dozes on its feet, head hanging (the old Sleep)
- Lie — lies on its belly, legs folded under, chin on the floor
- Curl — curls up in a ring, nose to tail, like a cat or a fox
- Side — lies flat on its side, legs out, deep asleep
The Lie-down intro slider adds frames of lying down from standing before the sleep starts (0 = none). Its last frame is exactly the first frame of the same Sleep without the intro, so you can make a seamless pair for your game: duplicate the clip with ⧉, set the intro to 0 on the copy, play the first once and loop the copy.
Auto rig: your first three creatures are free
Auto rig places the guided-rig markers for you: an AI model reads your creature's shape and proposes where every joint goes, then you check the markers and press Fit.
- Three free runs per account, one per model.
- After that, 1 credit per run, with two free retries on that creature. Any account with credits can use it; it no longer needs a plan.
- The editor shows the price before the run starts and never charges more than it showed.
Auto rig proposes twice and keeps the better rig
Each Auto rig run now makes two proposals and keeps the one that fits your creature's body best. There is no chooser any more: the best proposal is loaded straight into the guided-rig markers, ready for you to check and Fit.
On our test models more markers land where a careful person would put them, and a run takes seconds.
Tails come alive
Tails no longer trail along stiffly. In every clip they now swing with the body, wave on their own and follow through when the creature stops or turns.
The new Tail group sets the character in one click — Lively (the default), Whippy (cat or lizard: a long wave and a springy tip), Heavy (dragon or croc: a small swing and a big, slow follow-through) or Stiff (the old gentle sway, in one piece) — and its sliders fine-tune it.
Flyers fly: no footwork in the air
- Attacks of a flying creature no longer shuffle its feet in the air.
- Jump is a thrust of the wings: one hard downstroke lifts it, the wings flare to brake the landing.
- Defeated stalls the creature and drops it out of the air face-down, the wings draped on the floor. It used to roll onto its side.
Orientation: arrows, any angle, tip and tilt
Setup → Orientation got a lot easier to get right:
- A green FRONT and a blue UP arrow appear in the views. In the side view the front arrow must come out of the face — if the tail points that way, one click turns the model around.
- If you place the Muzzle behind the Hips anyway, the guided rig notices and offers to turn the model.
- Turn by 1° or 15° about the vertical, or press Straighten to line the creature up with its own mirror plane.
- Tip (nose up / nose down) and Tilt (left / right) fix a model that leans in its file — watch the side or front view. The model is set back on the floor after every step.
The bones turn with the model, and the bake uses exactly the orientation you set.
Guided rig: hoofed front legs, and every leg joint can be pinned
- Hoofed animals (Horse / hoofed, Giraffe, Unicorn): Front knee now pins the knee halfway down the front leg — the bend you actually see. It used to pin the elbow above it, which squeezed the front leg into the shin. Marker sets saved before keep their old point as the new Front elbow; place the knee again.
- New optional markers in Precise mode: Front leg top and Rear leg top (the shoulder and hip joints inside the body), Front elbow (hoofed animals), and the low bend above each foot (Front fetlock / wrist, Rear fetlock / ankle). Each one you place removes a guess.
- The default four-legged build has the backwards hock in its hind legs (dogs, cats, horses, most animals); pick Bear / rodent for flat back feet. The Rear hock marker is offered on every build that has one.
- Weasel / ferret got a proper front leg.
Placing markers: names, arrows, G to move, both sides
- Every marker shows its name in the views, and the mirrored one on the other side is drawn in violet.
- Dragging a marker no longer turns the camera. A selected marker gets move arrows, and G moves it with the mouse — click to drop, Esc or right-click to put it back.
- Lopsided creatures: the editor asks whether both sides are alike. If not, you place the markers on both sides. Straighten the pose then makes the skeleton symmetric and MonRig rewrites the mesh to match — with a preview first.
- A second tail stays where you put it, in one piece, and every tail has at least four bones.
Stuck? Ask us — and tell us if the rig came out right
The Stuck? Ask us button sits in the editor and in the studio menu. Your question reaches us together with where you are, so you don't have to explain it.
After a fit and after the animations you can give a quick 👍 / 👎. We read every one.
For AI agents: authored clips bake, and a vertex probe
For MonRig's agent tools (MCP):
- An authored extra clip is included in the bake when the author opts it in.
- The new vertex_info tool takes the vertices a bake report names, or a point, and returns where they are and their strongest bone weights — a weight problem can be found without screenshots.
The editor saves your rig by itself
As soon as your creature has a skeleton, the editor saves each change a few seconds after you make it, and once more when you go back to the gallery or close the tab. The Save button shows ✓ Autosaved.
You no longer lose a finished rig because you closed the editor without pressing Save.
Free accounts rig three creatures
A free account can rig three creatures by hand and preview every animation in the editor (it was one). The three are for the life of the account: deleting a creature does not free a slot.
To try a model again as another body type, you do not need a new creature: open it, change the body type on Setup and run Guided rig again. When you reach the limit, the studio lists your creatures with a ↻ Rebuild button for each.
Also: once your rig is saved, the editor tells you how to get the files, with the unlock price, and opens the packs right there.
Sideways models: the editor suggests where the front is
Some models arrive facing sideways, and a starter skeleton on them lands half outside the body. The orientation step now looks at the model's shape (which way it is symmetric, where the head is) and marks the picture it thinks is the front with front?.
It only suggests: nothing turns until you pick a picture yourself.
Precise is the recommended guided-rig mode
When you start the guided rig, Precise is now the main, recommended choice. It asks for a few more markers than Quick and fits the skeleton more closely to your model. Quick is still there when you want a fast first look.
Progressive JPEG textures aren't supported
Textures saved as a "progressive" JPEG are no longer accepted, and the upload tells you so right away. Re-save the image as a regular (baseline) JPEG or as a PNG (most image editors offer this when you export) and upload it again.
Guided rig markers say which limb they mean
On hoppers, the markers now say front or hind (the frog's used to ask for a bare "Knee"). On the stegosaur, the back plates are told apart by where they sit, and on the peacock every name now matches the part it pins.
Every hopper offers an optional tail. On a frog, which has no tail by default, placing the tail tip grows one.
The preview keeps looping, and the Skin tab shows weights at once
Looping: the preview loops every clip, one-shots included, until you switch ↻ off yourself, and then it stays off when you change clips.
Skin tab: opening it now shows the weights right away. After you paint, the editor tells you that your downloads still carry the old weights and offers ▶ Bake again, so you always know when a new bake is needed.
Rotate parts with R
Select a part (or a few bones) and press R. Move the mouse around the part to turn it; click to apply, Esc to cancel.
- It turns about the axis the view looks down, around the part's root.
- With mirror on, the twin part turns as its exact reflection.
- X, Y or Z locks the turn to that world axis; hold Ctrl to snap to 5° steps.
- On a chain (a tail, a neck), R on a middle bone takes the bones below it along.
- One click is one undo step.
Frogs plant their hands
A hopper whose hands rest on the ground (a frog) now treats its hands as front legs in every clip. In the hop, the hands land first and lift first, and the pushing leg trails behind instead of snapping forward.
Also: the head no longer dips into the floor in the tackle or the hop, and Defeated rests the body on its actual flesh rather than a guess. Tested on a test frog with a tail, and on fifteen example rigs whose tackles improved too.
Creatures baked before this change keep their old animation until you press Bake again.
Run2: a fluid bound with front legs that reach
Run2, the bounding run, did not hold up. Even with every dial reset it stuttered, the front legs folded up under the body and never stretched, and a longer stride made it worse. We rebuilt it:
- One smooth curve. The body's rise and fall, the rock and the back flex all run on curves without a sudden change of speed, so nothing jerks between frames.
- Front legs reach. In the air, the front legs stretch forward to catch the ground. In the stance they stay as straight as you set them: the new dial Front legs stay straight (0 lets them fold like a cat's).
- Stride decides the flight. A longer Bound stride now means a longer time in the air, not legs sliding further on the ground, and the maximum stride no longer stutters.
- Good defaults for every four-legged creature. Rock, crouch, hop height, stride and weight now start from values we tuned on our own fox, so a freshly rigged quadruped bounds well before you touch a dial. Your own settings still win.
- Ear flop is off by default. Ears no longer flop unless you ask for it, and Run got its own Ear flop dial (it pinned the ears back with no way to change it).
Creatures pick this up on their next bake.
A walk that walks: natural speed, no jolt when the front feet land
Working on a test creature showed three problems with the four-legged walk:
- It walked like a robot. The front paws now fold as they lift, the wrist rises with them, and the hips and shoulders each roll on their own legs' rhythm.
- It walked like it was a hundred years old. The walk now moves at the speed its stride and timing imply, with a longer stride and a shorter cycle by default.
- A jolt at every front landing. The body dipped when a front foot touched down, then caught itself: a shake twice per cycle. Feet now roll off their toes, a trailing leg hands over its weight smoothly, and a foot that lands ahead of its hip touches down where the leg can actually reach, so the body is carried instead of dropped.
There is also a new walk style, canine, for dogs, foxes and wolves.
Creatures pick this up on their next bake.
Copy and paste dials between creatures, and from the gallery
Tuned a walk you love? Take it to your next creature.
- Copy on the Clips tab copies the dials of the animation on screen; Copy on the Dials tab copies the creature's overall feel.
- Paste on another creature puts them where they belong, and the button says where before you click ("Paste → Walk"). It works by animation type: dials copied from a custom attack land on the matching animation, and an animation the creature does not have yet is created under its name. Undo takes it back in one step.
- The rig itself is never copied: stance width, leg shape and everything that belongs to the body stay as they are.
Share your dials. On your public creature's page, under its animations, pick Let others copy the dials: all animations, or just the ones you choose. Visitors then see a Copy button next to the animation playing, and the gallery has a new ⧉ Copyable filter. Only animations you show on the page can be copied, and only their dial values leave the server, never your rig or your model.
Scorpions sting forward, and claw attacks swipe
Both came from our test scorpion.
The sting curled instead of striking. A scorpion's tail already arcs up and over the back, and the sting bent it further, into a ring: the barb hit the air behind the creature's head. The strike is now solved every frame, so the barb travels forward to its target while the tail keeps its own shape as much as it can. New dials:
- Reach, Strike height and Barb hook
- Wind-up, how far the body leans into the strike
- Stabs and the pause between stabs
Claw attacks looked like scratching at a door. A paw went forward and patted straight down, once. Paws and forward-pointing pincers now swipe on a diagonal path, from cocked up and out to across the front, with the body leading. By default it is three alternating swipes in quick succession; Claws (count), Pause between claws and Impact set the rhythm.
The guided rig asks how many legs your creature has
A guided rig for a many-legged creature used the starter's leg count. On a scorpion with three walking legs a side it built four rows, and the extra row hung in the air.
Every many-legged layout now asks at the top of the marker panel: How many walking legs does your model have on one side? (2 to 6, claws and pincers not counted). The skeleton is rebuilt with exactly that many rows between your front and rear legs, and you place a tip marker on each one. AI agents can pass the count to the guided rig too.
On these creatures the knees now rise: a leg that reaches out to the side bends upwards, like an insect's, instead of folding forwards and backwards.
Defeated no longer sinks through the floor
When a creature falls in Defeated, the impact was made deliberately hard: the body pushed past its resting height for a few frames to sell the hit. On a mesh that meant the torso went through the floor: by up to 9 cm on a typical creature, by 17 cm in a backflip on a four-legged one, and by 45 cm in the worst case we measured.
The body now stops at the floor and keeps its bounce, in every grounded style (topple, collapse, backflip, crumble, deflate, shatter, drift down). The resting body afterwards is where it was. Creatures that were left lying partly under the floor now lie on it.
The spin kick had a similar fault: at a low kick, the kicking toe dipped under the floor. It now stays on top.
Both apply on the next bake.
Better rigs on AI-generated models, and shoulders where you put them
A test creature from an AI 3D generator showed how differently those models are built:
- Split seams are welded before skinning. Such a model can arrive as thousands of separate pieces along its seams, and skinning failed on them. MonRig now welds the seams first, so the model skins as one body.
- Feet and toes lie flat on the ground, a foot joint on the floor counts as ground contact, and small paws get their toe bone too (the rule that finds the toes had been set for a gorilla's long feet).
- Tails go past their tip marker when the mesh does, instead of being cut off where the marker sits.
- Dog and cat front legs in the guided rig were built like hind legs. They now bend like front legs.
And one fix for everyone: shoulders stay where you put them. For arms that rest against the body, a rule meant for hips pulled the shoulder into the chest, and the upper arm then cut across the armpit. That rule now applies to legs only.
Sign-up form no longer disappears on a slow connection
When the site loads, it checks whether you are signed in. On a slow connection, the answer could arrive after you had already opened Sign up, and the page then closed the form in the middle of typing. It now leaves a form you opened alone.
Also: the trailer on the front page closes only when you click outside it, not when you drag across the video and let go outside.
Claws are not legs, and wings get a wrist
Found on a winged creature rigged by an AI agent, fixed as general rules:
- A foot that splits into claws ends where the claws start. Before, a marker placed on a claw tip could walk three leg bones down a single claw. If a marker sits where the claws begin, the fit now says so.
- The hock bends backwards. On the hind legs of four-legged creatures, the hock goes to the back of the lower leg: knee at the front, hock behind, foot forward.
- Wings keep their elbow. A leg rule no longer slides a pinned wing elbow along the wing.
- A wing wrist marker in precise mode, for wings whose wrist is clearly visible.
A tidy Animator Controller in Unity
The Animator Controller that the MonRig importer generates now has a layout: Any State and Locomotion on the left, every clip state in one column, the looping clips after a gap. Re-baking a creature adds its new states under the column and never moves states you arranged yourself.
MonRig also has a YouTube channel now: @MonRigCom.
Guided rig, tested on twenty models it had never seen
We took twenty creatures MonRig had never seen and rigged each of them through the guided rig, in quick and precise mode, exactly as you would. Every model it refused was our fault, and all of those are fixed: twenty out of twenty quick rigs are accepted.
Numbers can lie, so we then rendered every rig and looked at it. What changed:
- Quick mode asks for the knee on every body that bends its legs (four-legged, upright, birds, flyers, hoppers, sprawlers). Guessing the knee from the mesh failed too often.
- Legs start where they leave the body, at their own station along it, and the spine stays inside the torso.
- Tails, trunks and tentacles follow the part from the tip you clicked, centred in its cross-section, with the root where the part joins the body.
- Fan tails are rooted at their stem, fingers are fitted once the arm has settled, and an ear guessed across thin air is dropped.
- When the fit refuses, it names the check that failed.
September 2026
Your first rig: the next step is always on screen
From a walk-through of the editor as a complete newcomer:
- The guided rig explains itself in one sentence, and Quick is the recommended button.
- The side and front views frame the whole model.
- A banner follows your markers: "2 of 5 placed. Next: click the Hips". Once the required markers are in, it carries the Fit button.
- A click a few pixels beside the model snaps onto it, every placement says what comes next, and a real miss says that it missed.
- Joints that end up outside the model are drawn red and named, in the banner and in the bake dialog.
- Extra parts stay folded away until you need them.
- When baking a single clip has to bake everything again, the bake dialog now says why: the engine was updated, the model changed, the bones changed, or it is the first bake.
Chest beats stop at the chest
In the Spawn chest beat, each fist was folded towards the body by a fixed angle that knew nothing about how deep the chest is. On one of our creatures most of both fists ended up inside the torso, 14 cm deep.
MonRig now measures the torso's surface around the spine (the editor does it as you rig, the bake does it for older creatures), and every fist is placed in front of the chest, out to the surface. A thump closes the gap to contact and never goes past it. On that creature not a single fist vertex is inside the body any more, on any frame.
Two new dials on Spawn:
- Beat swing: how far each fist draws back, out and up between thumps
- Beat depth: how far a thump may sink into the chest (0 = it stops where the mesh ends)
Yearly plans in the buy dialog, and your creatures are kept until you delete them
Three changes around your account:
- Monthly or yearly. The buy dialog has a switch above the plans. Yearly shows the yearly price, the credits you get up front and what it comes to per month, with the saving (two months free) as a tag. Before, every plan button went to a monthly checkout.
- Kept until you delete them. New accounts start on "never delete" instead of a clock on idle creatures, and so do existing accounts that never changed the setting.
- Only baked creatures go public. A creature is published together with its animations, so one that was never baked had nothing to show. Publishing now asks for a bake first, and the gallery's Publish button says so.
Fins stay above the floor, legs stay in their skin
We re-baked every creature in the gallery at the same time to see how MonRig holds up under load (it did: sixteen bakes in under four minutes, with the site fast throughout). Checking the results turned up two faults:
- Parts folded back into the floor. When a fin or tail had to fold up to clear the ground, the fold could be lost on the way into the file, leaving it up to 20 cm under the floor. Fixed; one of our creatures went from ten flagged clips to five.
- Skin cuts gave weight to the wrong bone. Outside a leg you had cut by hand, the weight the leg gave up could go to an unrelated bone, such as the head, and tear the mesh when that bone moved. It now goes to the bone the leg hangs from.
Both fixes apply on the next bake.
Unity bridge: choose what an import brings in
The Window ▸ MonRig bridge in Unity got a round of fixes and one new setting.
New: under Account ▸ Import into this project you choose what comes in with the FBX: clip data, texture, licence, verification report, README and GLB. The choice is saved with the project, and a file you switch off is removed from the creature's folder on its next import.
Fixed:
- A re-bake now updates an existing Animator Controller: new clips get their state and trigger, removed clips leave, and your own edits stay.
- Renaming a creature on the site keeps using the same folder and prefab instead of starting a second one.
- A refused upload no longer leaves an empty creature behind.
- Imports started by the automatic watcher now show up in the window, and the window no longer scrolls sideways.
Flight figures: loops, figure eights and tricks in the air
A creature that flies, floats or swims can now fly a figure instead of just hovering.
- Travelling: circle, ribbon (a figure eight), loop (a loop-the-loop), corkscrew (a circle with a barrel roll) and spiral (climbing on one turn, gliding down on the next)
- On the spot: twirl, flip (backflip or front flip) and roll, for a playful Idle or a Victory
On the Spawn clip, pick one under Flight figure: the creature glides in, flies the figure and then gives its cry. On any other clip, the new Flight figures group adds as many as you like, one after another, each with its own start, length, size, lean, height and direction.
Smooth decides how fluid it feels: higher values ease in and out longer and softer, and let the tail, ears and fins trail behind the turns.
Every figure ends exactly where it began, facing the same way, so a looping Idle still loops without a jump, and the figure turns around the middle of the body, never through the floor.
Eyes that close and a mouth that moves
Two new parts on the Parts tab give a creature a face that moves.
Eyes: four clicks around one eye (inner corner, top of the upper lid, outer corner, bottom of the lower lid). MonRig builds upper and lower eyelid bones hinged at the eyeball and mirrors them to the other eye. The lids blink and close together (a sleeping creature shuts them), the eyeball sinks a little as they close, and the skin around the eye is weighted automatically. They are made for eyes modelled with lids around them; finish the lids with a few strokes in the Skin tab.
Mouth: three clicks (one corner, the middle of the upper lip, the middle of the lower lip) turn the jaw into a mouth: lip bones on both lips, corners that follow the jaw, and the lip line as the border between head and jaw weights. New dials:
- Mouth open: close a mouth that was modelled open
- Snarl and Lower lip drop
- Mouth width (wide or pucker) and how far the corners follow the jaw
Jaws open downward
A creature with a jaw bone opened its mouth the wrong way round: the roar, the bite, the magic cast, the victory cheer and the talking chatter all swung the chin up into the upper jaw. It went unnoticed because the preview and the bake agreed with each other perfectly.
Every one of those clips now drops the chin. Creatures with a jaw pick up the fix on their next bake.
News and a changelog
Three new tools for AI agents
The MonRig MCP server grew three tools:
- orient: tell MonRig which side of the model is the front and which is up
- clips: rename or duplicate a clip, with the same rules as the editor
- listing: choose which clips visitors see and set the Used in … links
Motion checks can also return a short summary instead of the full frame-by-frame table. See the agent docs.
Safer uploads and two-step sign-in
Every model, texture and weights file you upload is now read once in an isolated sandbox, and MonRig stores a fresh file built from its numbers, never the file as it was sent. Your creature looks exactly the same; anything hidden inside an upload simply doesn't survive the trip.
You can also turn on two-step sign-in under Account settings: sign in with your password plus a code from an authenticator app.
Beam attack and claw flurries stay on their feet
The beam attack was rebuilt: the creature steps into a braced stance, charges, is pushed back by the beam's recoil and steps home. It no longer sinks through the floor on short-legged creatures.
Claw attacks that reach far now advance step by step between the strikes instead of dragging the feet, and paws no longer swing into the creature's own body.
Errors in the editor now appear as a notice you dismiss, instead of a line of red text that is easy to miss.
Magic, Victory and Spawn rebuilt
Magic attack now gathers power with the whole body: the feet step into a stance, the body sinks and drives the spell out, and each element (fire, ice, earth, lightning and more) has its own body language.
Victory has three styles: cheer, roar and strut. None of them is the old hop.
Spawn has two: drop (a real fall, landing deep in the legs) and burst (curled up small, then bursting open).
Attacks with real footwork
Feet that are on the ground now stay where they are. Attacks that move the body got proper footwork:
- Tail whip: the creature leaps, turns in the air, lands and steps back into place
- Pounce (Attack 1): a real leap into the tackle, with a new Pounce height dial
- Spin kick: a leaping spin on four legs, a pivot on the standing foot for two, with a new leg spread dial
- Bite, headbutt and sting lunges step into the strike
The body now starts every attack at exactly the height it stands in Idle, so blends between clips no longer pop.
Giraffes walk like giraffes
The giraffe subtype now walks with its own rhythm, where the hind foot lands shortly before the front foot on the same side, and gallops instead of running. The long neck pumps with each front step, the hooves fold back in the swing, and the run can have a short float between the footfalls.
The new dials (neck pump, hoof fold, rocking, overreach, airtime) work on any creature where they fit.
Hits and deaths look physical
Hurt no longer wobbles like a rubber toy. A hit snaps the body back, one leg steps back to catch it, the body absorbs the blow and steps home.
Defeated was rebuilt: the knees buckle first, the body topples and hits the ground at full speed, the upper body follows a beat later and the arms drape onto the floor. Each fall style now does what its name says (collapse forward really falls forward, backflip lands on the back, deflate, sink and shatter all differ), and the head goes down with the body. The fall style now lives on the Defeated clip tab, so a duplicated Defeated can fall another way.
Name your clips anything
Clip names are the animation names in your FBX and GLB, and the state names in Unity, so they should be yours. Every clip tab now has a ✎ rename button, and the add and duplicate dialogs take any name: letters of any script, digits, spaces and common punctuation.
In the gallery, a clip with its own name shows a small ⓘ: tap it to see which base clip it was made from.
Setup goes one step at a time
Setting up a new creature used to show every control at once. The Setup tab now walks you through it: load the model, confirm which side is the front, choose the body plan, then fine-tune. Each block appears when the one before it is done, and a line at the top says what to do next.
You can also pick the subtype (cat, dog, horse, giraffe, dragon …) right where you create the creature on the front page.
Show where your creature is used
Made a game, a video or a store page with your creature? Add up to three links under Used in … on its detail window: YouTube, Steam, itch.io, TikTok or anything else. They appear on the creature's public page for everyone who finds it.
The gallery can now also be sorted by Most popular or Newest.
Eight everyday moves for humanoids
Humanoid creatures get a set of new clips, each with its own dials and presets:
- Emote: wave, point, beckon, nod, shake, clap, cheer, bow, shrug, look around
- Crouch idle and crouch walk
- Throw: over-, side- and underarm
- Carry, push and drag
- Climb: ladder or wall
- Swim: crawl, backstroke, butterfly, breaststroke, doggy paddle, treading water
A new humanoid now starts with a move set made for humanoids, and every clip tab has a ⧉ duplicate button to copy a clip with all its settings.
Every bake now includes a GLB
MonRig was never Unity-only: the delivery has always been a standard FBX. Now every bake also writes a GLB next to it, with every animation as a named take and your texture embedded, so it drops straight into three.js, Godot or any glTF viewer.
Download it from the creature's page (GLB + texture) or with the full package. Creatures baked earlier get their GLB on the next bake.
Hoppers really hop
Creatures on the hopper body plan now move with a hop cycle of their own: they crouch on landing, push off, pitch the nose up in flight, tuck their legs, pump the tail and land again, with the ground moving under the feet at the speed the clip claims.
Run and Run2 are the same cycle, higher and faster. Frogs no longer stand on stilts.
Bouncier movement: a Hop dial, and Run2 as a real bound
Hop is a new dial on Walk and Run: at 0 nothing changes, turned up the whole creature leaves the ground on every beat and lands on the foot that is about to touch down, like a happy little piglet.
Run2 was rebuilt as a proper bound: the body flies, lands on the front legs with a visible squash, gathers and pushes off again. New dials for airtime, hop height, landing impact, crouch, leg tuck, rocking, spine flex, lean, head nod and arm swing.
Feature requests: suggest and vote
There is now a feature request board. Signed-in members can suggest a feature and vote for the ones they want most. Each accepted request shows where it stands (open, planned, in progress, done), with a short note from us when there is something to say.
If your idea is already there, the form points you to it so the votes add up in one place.
Choose which animations visitors see
Open one of your creatures in the gallery and the clip buttons under the player become an editor: click a button's dot to show or hide that clip, drag a button to change the order. Visitors see only the green ones, in your order, and the first one plays automatically.
Changes save by themselves.
The Skin tab: paint the weights of your baked creature
Automatic skinning gets most creatures right, but not every fold and seam. The new Skin tab opens once a creature has been baked and shows the bake's own weights, not the quick approximation the animation preview uses.
Pick a bone from the list or click it on the model, then paint with add, subtract or smooth. Radius, strength and falloff are sliders (Alt + wheel and Ctrl + wheel while painting), and Mirror L/R paints both sides at once. Switch to Pose to bend the rig while you paint and see the effect.
Your fixes are saved as a separate layer on top of the automatic skin, so tweaking a joint and baking again keeps them.
Auto rig proposes your markers
Guided rig asks you to click a handful of markers (snout, hips, paws and so on) before it fits a skeleton. Auto rig v2 now proposes those markers for you: it draws several candidate skeletons for your mesh and turns each into a marker set.
You pick the proposal that looks right (every draw is kept until you decide), check it in the two views, drag what is off and press Fit from markers. The fit is the same guided fit as always, so nothing is placed that you did not see.
- It works best on upright bipeds, knuckle-walkers and birds; chibi quadrupeds get a good start to nudge.
- It runs while a GPU worker is online; Guided rig always works.
- Auto rig comes with the Indie and Studio plans.
Tell MonRig which side is the front
Models arrive facing every which way: exported facing sideways, lying on their back, or with Y and Z swapped. MonRig used to assume the file knew best.
Now the Setup tab starts with Orientation: six small pictures of your model from every side. Click the one where the creature looks at you, then the one where it stands upright. MonRig turns the mesh to match (your bones and numbers stay put), and the turn is saved with the rig, so the bake and the delivered FBX face the same way the editor showed you.