Automatic flesh rigging with configurable breast and glute physics for Unreal Engine.
WATCH THE TRAILER
DOCUMENTATION
https://nordvader.com/documentation/plugins/flesh-autorig/
Assign your original Skeletal Mesh, review the detected regions and click BUILD FLESH AUTORIG. Use the generated mesh on your character, add the Flesh AutoRig Component and tune size, motion and contact response.
KEY FEATURES
Automatic anatomical region detection and flesh rigging.
Automated skin weights and garment-following support.
Editor weight preview for checking regions before generation.
Generated Skeletal Mesh, PhysicsAsset and body-shape data.
Natural and Cinematic behaviour presets.
Per-character breast and glute size controls.
Separate Breast Decay Duration and Glute Decay Duration controls: settle movement quickly or let it continue longer.
Blueprint setters for size and decay, with no rebuild needed for decay changes.
Contact interaction and High Quality Flesh render transfer.
Surface debug views and separate internal solver views.
TUNE THE MOTION
Decay Duration defaults to 1.0, keeping the chosen preset's original decay. Try 0.5 for faster settling or 2.0 for longer follow-through. The range is 0.25 to 4.0; this is a multiplier, not seconds or added impact force. Breast and glute values can be changed independently during play.
WORKFLOW
Create a Flesh AutoRig Asset and assign your original source Skeletal Mesh.
Review the detected regions and choose the behaviour and quality settings.
Click BUILD FLESH AUTORIG.
Use the generated Skeletal Mesh and PhysicsAsset on your character.
Add the Flesh AutoRig Component and assign the matching mesh and Rig Asset.
Test animation, adjust size and decay, then add contacts if needed.
COMPATIBILITY
Unreal Engine 5.8.
Windows x64 (Win64).
Requires the built-in MeshModelingToolset and IKRig plugins.
WHAT IS INCLUDED
Unreal Engine C++ integration source and shaders.
Public native API headers and Win64 native runtime DLLs.
Product documentation and third-party license notices.
IMPORTANT
Characters, clothing, animations and showcase environments shown in promotional media are not included.
Most character meshes are supported. Results and generation time depend on the source mesh, skeleton, topology, clothing and settings. If your character needs adjustments or isn't supported, post in the relevant Discord support channel; we'll help with setup and work on compatibility improvements.
Flecs 4.1.6 is used under the MIT license; the corresponding notice is included.
SUPPORT