Procedural, not generative: how MonRig animates a creature
MonRig is not a video model guessing motion. It computes every frame from your creature's anatomy, and that is why you can control it.
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.
MonRig is not a video model guessing motion. It computes every frame from your creature's anatomy, and that is why you can control it.
This page. Every change to MonRig, dated, with an RSS feed.
Agents connected over MCP can now set the orientation, rename or duplicate clips, and edit a creature's public listing.
Uploaded files are rebuilt from their numbers; accounts can use an authenticator app.
The beam braces instead of sinking into the floor; long claw lunges walk forward.
The three showpiece clips now use the whole body, legs included.
Tail whips, pounces, spin kicks and lunges now step, leap and land instead of sliding.
A giraffe's walk, gallop and nodding neck, available as dials for other long-legged creatures.
Hurt catches the hit with a step back; the death animations fall like bodies.
Rename any clip with ✎, in any language; the gallery shows which base clip it came from.
The Setup tab now guides you: model, orientation, body plan, then fine-tuning.
Add up to three “Used in …” links to a published creature, and sort the gallery by newest.
Emotes, crouching, throwing, carrying, pushing, dragging, climbing and swimming.
A GLB with the texture inside comes with every FBX, ready for three.js and Godot.
Kangaroos, rabbits and frogs get their own Walk, Run and Run2.
Walks can hop, and the Run2 bound now has flight, landing and nine dials.
A public board for ideas, with votes and a status for every request.
On a published creature you decide which clips appear, and in which order.
Fix the skinning by hand, with a brush, on the real weights of your bake.
Auto rig v2 suggests where the guided-rig markers go. You check them, nudge them and fit.