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What’s new in MonRig

Releases, improvements and fixes, and the occasional longer story about how the engine works. The changelog lists every change on one page; subscribe by RSS.

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· Changelog · New

Auto rig for insects, spiders, scorpions and crabs

Auto rig now works on Hexapod and Crab creatures. It places a tip, a root and a knee on every leg, the head, and the claws on scorpions, mantises, lobsters and crabs. Until now it refused them.

· Changelog · Improved

Many-legged creatures: the leg count first, a knee on every leg

On insects, spiders, scorpions and crabs the guided rig asks how many legs per side before anything else. Every leg row needs its knee, with a clear rule for which bend that is. Precise mode adds an optional ankle.

· Changelog · New

Creatures really sleep now — and can lie down first

Sleep has four styles: doze standing, lie on the belly, curl up, or sleep on the side. An optional lie-down plays first and flows straight into the sleep loop.

· Changelog · New

Auto rig: your first three creatures are free

Every account gets three free Auto rig runs, one per model. After that a run costs 1 credit, for anyone with credits — no plan needed.

· Changelog · Improved

Auto rig proposes twice and keeps the better rig

Each run makes two proposals and picks the one that covers your creature best, then loads it straight into the markers.

· Changelog · New

Tails come alive

Tails swing, wave and follow through by default, with a Tail group of four presets: Lively, Whippy, Heavy and Stiff.

· Changelog · Improved

Flyers fly: no footwork in the air

Flying creatures no longer step their feet in the air: Jump is a thrust of the wings, and Defeated drops them out of the air face-down.

· Changelog · New

Orientation: arrows, any angle, tip and tilt

FRONT and UP arrows show which way MonRig thinks your model faces; turn it by any angle, tip it nose up or down, tilt it left or right.

· Changelog · Improved

Guided rig: hoofed front legs, and every leg joint can be pinned

On horses, cows, deer and giraffes the Front knee marker now pins the knee. Precise mode adds optional markers for the top of each leg, the front elbow and the low bend above each foot.

· Changelog · Improved

Placing markers: names, arrows, G to move, both sides

Markers carry their names in the views, a selected marker gets move arrows and G moves it; lopsided creatures can have both sides placed and be straightened.

· Changelog · New

Stuck? Ask us — and tell us if the rig came out right

Ask a question from inside the editor, and rate a fit or the animations with a thumbs up or down.

· Changelog · Improved

For AI agents: authored clips bake, and a vertex probe

A clip an agent writes from scratch is included in the bake, and the new vertex_info tool says where a vertex is and which bones own it.

· Changelog · New

The editor saves your rig by itself

Once your creature has a skeleton, every change is saved a few seconds later, and again when you leave.

· Changelog · Improved

Free accounts rig three creatures

A free account can now rig three creatures instead of one, and at the limit the studio offers to rebuild one you have.

· Changelog · Improved

Sideways models: the editor suggests where the front is

When a four-legged model lies along the wrong axis, the orientation step marks the view it thinks is the front.

· Changelog · Improved

Precise is the recommended guided-rig mode

The guided-rig dialog now leads with Precise mode.

· Changelog · Fixed

Progressive JPEG textures aren't supported

Save textures as a regular JPEG or a PNG.

· Changelog · Fixed

Guided rig markers say which limb they mean

Clearer marker names on hoppers, stegosaurs and peacocks, and an optional tail on every hopper.

· Changelog · Improved

The preview keeps looping, and the Skin tab shows weights at once

Looping stays on until you switch it off; the Skin tab shows the weights as you open it and tells you when painted weights need a new bake.

· Changelog · New

Rotate parts with R

Press R in the editor to turn a selected part, like G moves and S scales it.

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