Auto-Rig Pro Tutorial
- Cynthia Breheny
- 4 days ago
- 4 min read
Updated: 1 day ago

For the Blender nerds like myself out there, I'm going to leave this short, concise Auto-Rig Pro tutorial here for reference.
There really aren't great resources out there, and this is a simple one to follow. I'll edit and update it as I learn more, since I just learned all this after a few days of intense research. I'll explain what Auto-Rig Pro is after the tutorial so people wanting the tutorial can get right to it.
This is a tutorial for those who have the (paid) add-on Auto-Rig Pro
1.) Select the model, apply all transforms
2.) Hit "N" to bring up the properties panel and click on the ARP tab
3.) Click on "Get selected objects" in the skin tab of ARP and select the model (object mode)
4.) Set the guide points, add a face rig if desired (at the end), place the points by clicking the add neck, etc buttons as they appear and place them on the model - make sure you're in front ortho view. Facial, tongue, and ear positions will also be added here
5.) Once done, click on match to rig in the rig tab of ARP
6.) With the rig generated, edit the bones in edit mode. the hands and other bones will most likely have to be adjusted if unusually proportioned character. You can add a kilt here. Use different views to adjust the bones properly. Their names appear in the upper lefthand corner where the names of all objects appear when you select them.
7.) After the bones are adjusted properly and the rig works, go into object mode, select the model, select the rig, and hit GO! to bind the rig to the model.
8.) Test in pose mode
*If your model has other parts like teeth, tongue, hair, clothes, etc, do the following:
1.) In object mode, select the piece you wish to bind to the rig
2.) Select the rig
3.) Hit "N" to bring up the properties menu
4.) Go into the ARP tab
5.) Under Skin, hit "Bind"
6.) Test in pose mode
If there is any unwanted stretching of your added objects, check to see which bones have their weights assigned and adjust. If the stretching is still going on, select the rig, go into edit mode, select the trouble bones, and try disabling their deformation and removing the vertex groups attached to those bones from the object having the unwanted stretching.
For the official Auto-Rig Pro documentation, click here: https://www.lucky3d.fr/auto-rig-pro/doc/
There are a few tutorials that cover the basics on YouTube. I'll keep from recommending them, since they may change over time as new versions come out after new versions of Blender are released.
What is Auto-Rig Pro? If you didn't check it out for yourself yet with the links or a quick search, ARP is a paid Blender add-on that will generate a rig for you that you can customize to a fair degree. It can generate bipedal and quadruped rigs, as well as add custom limbs very quickly and relatively easily, so long as you know the steps and follow them in order.
It can also add a "kilt" rig so that you can animate flowing fabric like skirts, dresses, capes, and kilts, controlling their animation and (hopefully) preventing clipping and popping that can often happen with physics based modifiers. It's also easier on the computer to process the rigged animation than to calculate the physics of collision detection and cloth modifiers.
Why use it?
While it can be relatively quick and easy to make simple rigs and controllers, it can take a while to learn and set up when you're new or inexperienced at it - particularly if you factor in things like IK and FK switches and controllers, which make the movements of your animations more realistic, fluid, and easily managed when you're in the weeds of animation.
So, an add-on like ARP can easily generate a full rig, including controllers with a few clicks and much less time than it would take to generate a similar - or even less well-made rig that someone created on their own - even if they were more experienced.
The rigs generated with ARP are touted as being easy to use, clean, and professional grade - often compared to ones made by experienced industry professionals.
Does using this shortcut compromise artistic integrity?
I'm not a huge fan of using things that are made by others or taking shortcuts. I try to make everything from scratch when I can. However, when a tool is available that cuts the time and effort of a project that can end up making the process take longer than it needs to, I'm open to using it, so long as it doesn't sacrifice the quality of the work. This is that in a nutshell, and it's why it's worth the money to invest in.
I also want to point out that this in no way limits someone from making their own rigs and controllers from scratch, or forces anyone to keep the add-on installed. You can remove it at anytime and build your own rigs and controllers from scratch while it's installed, so it doesn't impede anyone's ability to do that.
So, no, it doesn't compromise anything for anyone. If you choose to buy it - which supports the people who took the time to make it and continually support it - it will just be another tool in your belt like any other feature of Blender. You can choose to use or not use it at your leisure. It no more compromises your integrity as an artist than any other feature of the program or digital art as a medium compromises being an artist.
I highly recommend it. The only thing I would change is the wording and organization of the documentation, and I hope that more resources emerge to teach people how to get even more out of the add-on.
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