Omni Rig
No Blender or Maya required ... 100% non-destructive with one-click restore ... 3-IN-1 UNIVERSAL RIGGING ... 2. 2D Sprites: Reconstructs a deformable 2D skinned mesh from SpriteRenderer data, ...
by TierStudio
Price History +
• Unity Compatibility:
Unity 2021.3 LTS, 2022.3 LTS, 2023, and Unity 6+ (Console / PC / Mobile / WebGL).
• Render Pipeline Support:
- Standard Built-in Render Pipeline
- Universal Render Pipeline (URP)
- High Definition Render Pipeline (HDRP)
• Package Dependencies:
None (100% standalone C# with zero external packages).
• Target Types Supported:
- 3D: MeshFilter / MeshRenderer (converts safely to SkinnedMeshRenderer).
- 2D: SpriteRenderer (converts safely to 2D SkinnedMeshRenderer).
- UI: UnityEngine.UI.Image, RawImage, Text (deformed via IMeshModifier effect).
• Skinning Specifications:
- Bone Influence: Standard Unity BoneWeight (up to 4 bones per vertex).
- Weight Falloffs: Smooth (Cosine), Linear, and Sharp curves.
- UI Tessellation: Dynamic auto-density based on pixel size or manual cell grid divisions.
• Included in Package:
- Complete Omni Rig Core & Editor Toolset.
- Custom UI Icons & Glassmorphic Scene View HUD.
- Interactive Demo Scene (OmniRig_Demo.unity) with 3 animated showcases.
- Plain, lightweight Demo Controller script (OmniRigDemoController.cs).
- Comprehensive documentation (README.txt).
Looking for a fast, hassle-free way to bring props, secondary motion, and UI elements to life without opening Blender or Maya?
Omni Rig is a universal in-editor rigging tool designed specifically for micro-animations, secondary motion, and quick deformations directly inside Unity. Add bones to 3D meshes, 2D sprites, or Canvas UI elements in seconds, auto-weight, and animate immediately using Unity's standard Animator!
•No Blender or Maya required
Zero package dependencies (No 2D Animation or Animation Rigging packages needed)
100% non-destructive with one-click restore
TAILORED FOR MICRO-ANIMATIONS & SECONDARY MOTION
Omni Rig is not built to replace complex AAA humanoid character setups; it is crafted for all the other dynamic elements that make your game feel alive and juicy:
• UI Micro-Animations: Squash, stretch, bend, and wiggle Canvas Images, Icons, and Text.
• Secondary Motion: Animal tails, antennas, tentacles, hanging ropes, ears, and hair.
• Props & Interactive Objects: Chests, boxes, bending levers, doors, weapons, and tools.
• 2D Sprite Animations: Quick skeletal deformation for casual characters and enemies.
• Environment Details: Bending vegetation, swaying signs, fluttering banners, and flags.
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3-IN-1 UNIVERSAL RIGGING
1. 3D Meshes: Turns static MeshRenderer objects into skinned meshes with bones while preserving materials and original source assets.
2. 2D Sprites: Reconstructs a deformable 2D skinned mesh from SpriteRenderer data, preserving color, sorting layers, and flip states.
3. UI Graphics (Canvas): Features real-time dynamic UI mesh tessellation. Subdivides simple quads into smooth grid cells, allowing native Image, RawImage, and Text to bend directly in Canvas space!
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CORE WORKFLOW & FEATURES
• Quick Bone Placement: Click in Scene View to place continuous chains or hold Shift to spawn independent root bones.
• Native Transform Tools: Position, rotate, and scale bones in bind pose or test poses using standard Unity tools (W/E/R, Global/Local).
• Precision Weight Painting: Brush weights with Add, Subtract, and Smooth operations, customizable radius, and falloff curves.
• Visual Heatmaps: Inspect weights with intuitive multi-influence pie-chart overlays or single-bone heatmaps.
• Animation Window Safety: Automatically exits animation preview when switching to Place or Paint mode, ensuring your bind poses never get corrupted.
• Full Animator Compatibility: All bones are regular Transforms. Drive them with Unity Animator Controllers, Timeline, or tweening scripts.
• Interactive Demo Scene: Includes ready-to-test Canvas UI, 2D Sprite, and 3D Mesh showcases with an infinite-loop demo controller.
• One-Click Restore: Cleanly removes all generated bones and components, returning your object to its exact original state.