92 issues found

0

Votes
Active
Can you add Ability to add custom bones - weapon/armour bones etc?...More
  •  0
  •  340
Submitted by ShockEngine

0

Votes
Active
I would like to suggest that accurig has a face rigging option. It would drastically help in people's workflow and I would be the only free auto rigger that this would beavailable....More
  •  0
  •  782
Submitted by kboy7573

1

Votes
Active
Would be nice to be able to rig creatures such as quadrupeds or spiders.
Perhaps a new version when your talented engineers can make it happen.
I own horses and have always looked for the ability to use the tool to quickly rig a horse character....More
  •  0
  •  590
Submitted by hivoltage0

9

Votes
Active
AccuRig does not currently allow us to undo an action such as moving a marker. Undo is an important and common feature of most modern software. I hope it can be added to the software in a future update....More
  •  1
  •  758
Submitted by todornikolovcg

2

Votes
Active
I import an A-pose mesh, after some operations, the export is a T-pose, is this the version limit? I want the bind pose of the exported character to remain unchanged....More
  •  0
  •  606
Submitted by 807110963

0

Votes
Active
Hi,
recently i created a post with the same text just with Unreal 4. I tested it now in Unreal 5 and it's the same issue.
The new UE5 skeleton has a new structure, but the UE4 Mannequin is also available. It would be amazing if there would be and export option for old and new skeleton hierachy...More
  •  3
  •  1146
Submitted by spaehling

0

Votes
Not a Bug
I'm using Accurig 1.0.5, Free version
When I try to export the rig and animation to FBX to Blender, it gets stuck at 60% in all the models... I've finally found that it's because of the naming conventions. I always use the underscore "_":
"Neanderthal_Woman_NoBonesJoined"...More
  •  1
  •  1225
Submitted by inigofrm

0

Votes
Active
Hi everyone, I'm new to Accurig and noticed that it seems to be missing settings for specific rotation angles like 15, 30, 45, 90 and more in the x, y, z axes. In order to better observe the location where the joints will be placed, I hope it will be updated as soon as possible.
Thank you for...More
  •  0
  •  432
Submitted by eliteforcevn

0

Votes
Not a Bug
1. Open AccuRig and rig character
2. export rigged character with "unreal" in exporter
3. open maya and import character...More
  •  0
  •  487
Submitted by spaehling

0

Votes
Not a Bug
1. open AccuRig and Rig Character
2. export it to "Unreal"
3. import character onto UE Mannequin (UE4 testet)...More
  •  2
  •  928
Submitted by spaehling
1 ... 2345 6 78910