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Add-on Mesh2Rig
Mesh2Rig

Transfer simulation, shape keys and other to rig animation.
Add-on by Sporenoe3D
About What's New Reviews Version History
Will help transfer cloth simulation or something like that to rig. Interface [2.0.0] 2.5.0 Update Interface A very simple demonstration of the addon's work. [v1.9.0]

Mesh2Rig – Save Any Animation as a Rig 🦴

Mesh2Rig is a game-ready tool designed to bake Cell Fracture/Rigid Bodies, Cloth, Softbody, Shape Keys, and any complex mesh deformations into a standard skeletal rig with just a few clicks.

🔥 New in Update 2.5

  • 🚀 Automatic Batch Processing: Process multiple objects simultaneously.
  • 🔗 Smart Merge: Combine everything into one model + one rig (perfect for destruction scenes!).
  • ⚡ Optimized "Simple Mode": Faster processing for rigid objects.

I’d really appreciate your feedback in the reviews! It helps me improve the tool and boosts visibility. Thanks!

📺 Video Tutorials

  • Official Tutorial: https://youtu.be/k9EHTYyUhok
  • 2.5 Update Overview: https://youtu.be/kuwmC5m1SF8

✨ Key Features

  • Automated Bone Generation: Uses KDTree proximity to intelligently place bones inside the mesh volume, or a Simple Mode (1-bone per object) for rigid debris.
  • Surface Deform Workflow: Automatically sets up Surface Deform modifiers for high-quality deformation without the need for manual weight painting.
  • One-Click Baking: Convert complex mesh animation into standard skeletal animation (Actions) instantly.
  • Batch Processing: Process entire collections (e.g., Cell Fracture results) in one click. Automatically rigs, binds, and bakes hundreds of objects sequence-by-sequence.
  • Smart Merging: Merges multiple generated rigs and meshes into a single Master Rig and Mesh, preserving all animations.

Perfect for: Game development optimization, baking cloth/soft body simulations to bones, and managing complex destruction scenes.


📦 Batch Processing Setup (Cell Fracture / Debris)

Ideal for processing hundreds of fractured pieces at once.

  1. Prepare Collection: Move all your simulation objects (shards/debris) into a specific Collection in Blender.
  2. Select Collection: In the Mesh2Rig panel, select that collection in the "Batch Target" field.
  3. Choose Mode:
    • Check Simple Mode if the objects are rigid (don't deform internally).
    • Uncheck it for soft bodies (cloth/jelly).
  4. Process: Click Batch Process Collection.
  5. Merge (Optional): Once processed, click Merge Generated Rigs to combine them all into one optimized asset.

⚙️ Manual Processing / Single Object Workflow

Prepare an object with mesh animation (e.g., cloth simulation).

Step 1: Automatic Rig Generation

  • Bone Count: Set the maximum number of bones to generate.
  • Proximity: Set the minimum distance multiplier between bones.
  • Bone Length: Set the bone scale controller (adjust if model surfaces are very close).

Step 1.5: Merge Bones (Optional)

Allows you to merge selected bones in Edit mode if needed.

  • Factor: Distance multiplier for searching nearby bones.
  • Min Count: Lower limit for merging bones.

Step 2: Bind Mesh to Rig

Parents the mesh to the generated rig with automatic weights.

Step 3: Automatic Setup (Constraints)

Sets up the logic for the rig to follow the mesh.

  • Note: Use the "Add rotation constraints" checkbox for custom rigs or for low bone counts on high-poly models. It is recommended to leave this OFF for automated rigs with high bone counts to avoid rotation artifacts.

Step 4: Animation Baking

  • Set Start Frame and End Frame.
  • Click Bake Rig Action to transfer the movement to the bones.

Step 5: Finalize

Removes temporary modifiers (Surface Deform) and applies the final Armature modifier.

⚠️ Note: Don't forget to remove your initial animation sources (cloth simulation, cache modifiers, shape keys) after finalizing to clean up the scene.


What's New

2.5.0 February 1st, 2026

This is a major update focusing on Batch Processing, Destruction Workflows, and Reliability.

🚀 New Features

  • Batch Processing System:
    • Added a new panel to process entire collections of objects (e.g., Cell Fracture shards) automatically.
    • Sequentially creates rigs, binds meshes, and bakes animation for hundreds of objects in one click.
  • Smart Merging (New Algorithm):
    • Added "Merge Generated Rigs" operator.
    • Completely rewritten using a "Constraint & Bake" approach. It guarantees 100% accurate preservation of animation (location, rotation, scale) when combining multiple rigs into a single Master Rig.
    • Automatically merges corresponding meshes into a single Master Mesh.
    • Fixed issues with bone rotation offsets and lost animation curves found in previous versions.
  • Simple Mode:
    • Added a "Simple Mode" toggle for Batch Processing.
    • Generates a single bone at the object's center. Optimized for rigid bodies (debris, stones) that do not require internal deformation.
  • Smart Cleanup Tools:
    • Added "Clear Cleanup" operator.
    • Removes not just keyframes, but also Rigid Body settings, Shape Keys, and Simulation Modifiers (Cloth, Soft Body, Particle Systems) to prepare assets for game engines.
    • Auto Clear Anim: Added a checkbox to automatically clean source meshes after batch processing.

See all versions


Permissions

This extension does not require special permissions.

Developer
Sporenoe3D
Rating
(1)
Version
2.5.0
Updated
4 mo
Published
April 6th, 2025
Downloads
13118
Size
16.3 KB
Compatibility
Blender 4.2 LTS and newer
Website
github.com/Sporenoe3D/Mesh2Rig
Report Issues
github.com/Sporenoe3D/Mesh2Rig
License
GNU General Public License v3.0 or later
Animation Game Engine Pipeline Rigging Bake
...or download and Install from Disk
  • 16.3 KB

Reviews

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  • 墨泪MoLei_VFX
  • v2.0.0
  • 4 mo

The fragments generated by Cell Fracture all have independent motion trajectories. It would be extremely tedious to manually configure each model using the add-on one by one. Will you consider updating a feature to batch-generate rig animations for multiple objects that have simultaneous motion in future updates?

  • Sporenoe3D replied
  • 4 mo

Thanks for your idea! I tried to implement it in the latest update

5.0

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