Your animations break when you export them. Your weights have problems you can't see.
RigBridge ships a custom FBX exporter that handles the problems Blender's stock exporter doesn't. Your animations match what you see in the viewport no matter the game-engine. It also has a stress test that pushes every joint to its limit and paints your mesh where the weights tear. Rigify, Mixamo, custom rigs. Any engine.
Questions, updates, or just want to chat: @Kajin on X
Each one does something Blender doesn't give you out of the box. Together they cover the full path from weight painting to a clean FBX in your engine.
Pick your rig. Pick your mesh. Click one button. RigBridge generates a game-ready skeleton, bakes your animations, and exports through a custom FBX pipeline with permanent fixes for the bone matrix bugs that make stock Blender export break in UE5. Also supports glTF for Godot and Unity. Profiles for UE5, UE4, Unity, Godot, and custom engines.
21 extreme poses that push every joint to its limit. The stress test paints a heatmap directly on your mesh. Red where it tears, green where it holds. 5 quality map overlays for stretch, influence count, bone dominance, symmetry, and animation velocity. Joint preview lets you bend a bone and watch the heatmap update live while you paint.
24 validators covering every stage of the pipeline. Quick Check runs 3 essential tests in seconds. Full analysis traces transforms stage by stage and tells you which step, which bone, and why. When something breaks between Blender and your engine, these tools find it. Built from the same debugging scripts that found every bug during development.
Drag the slider to compare. Same Rigify rig, same animations, same engine. The only difference is how it was exported.
You don't need to be making a game to use this. The stress test and quality maps work on any armature. Assign a rig, assign a mesh, run the test.
The stress test cycles through 21 extreme poses. Deep squats, full arm raises, spine twists, combat stances. For every vertex it measures edge stretch and normal deviation. The result is painted directly on your mesh.
Works on Rigify, Mixamo, or any custom rig. If the skeleton isn't humanoid, RigBridge generates stress poses automatically from the bone structure. The weight tools don't need a game rig. They run on whatever armature your mesh is bound to.
Enter weight paint. Click a bone. Scroll to bend it. Paint the red away.
Five steps. The first three run with one click if you don't need to change anything between them. The pipeline also ships the full weight painting toolkit and quality maps covered in The Heatmap above.
Every Rigify export tool runs through the same FBX exporter that ships with Blender. That exporter has bone matrix calculation bugs that have been there for years. RigBridge includes a full fork with permanent corrections.
inherit_scale during evaluation. UE5 interprets the equivalent FBX flag differently. Scale that was invisible in Blender propagates through the entire bone chain in-engine.These are the debugging tools i used to create the addon, i also had a ton of custom Python scripts that got each point of data that exists so i could actually see what was going on (the scripts are not included in the addon as they are not needed). The debug section does a lot for every user but the deep analysis is for the more technical person as some knowledge is needed to understand what they do. These tools are included incase you need them, which you should never need but in case something actually goes wrong, they are there.
Quick Checks
Deep Analysis
The pipeline is one part of it. Below is everything included.
Direct support from me. Updates included. I'll fix any issue that gets reported.
I started working in Blender in 2023. I never really had anything to show for it. I created some small stuff early but never anything I could truly showcase. My goal was to make a video fully in Blender. The project ended up too big in scope and I worked on it on and off for a couple of years, with long breaks in between (which I will hopefully finish in the future... lol). I always enjoyed creating stuff, and gaming has been my main hobby since I was a kid.
Eventually I started building a game. It's a roguelike action RPG built in UE5 with C++ from scratch. Run-based, seed-locked, multiple maps. The combat is hard. Enemies don't scale to you, ever. A knight that killed you on your first run will always be that strong. You just learn what to avoid and what you can take on. The world also remembers everything you do. If you attack a faction, they're going to have a problem with you later. Vendors, NPCs, they all react to how you played. Nothing resets inside a run. It's my first game and it's way too ambitious but honestly that's probably why I'm also the kind of person who would build a whole addon instead of just accepting that the export was broken.
The goal of the tool after was to make it so for my own game dev future I get a fast workflow (if nobody buys it atleast i have a something I'm proud off), instead of the manual option I get a working addon that makes the game rig with the animations and no issues, which effectively saves me time on each character I create for my game. Manually doing all this work would take a lot of time I would love to save, and it's just easier.
Anyways I'm yapping too much. Whatever this addon earns goes directly back into it. I'll fix any issue that gets reported and take time for community requests with promised support. The game I'm creating is the main project I'm working on, however, so supporting this addon supports the game development. I am available for contact at any of my socials.
Currently making a game. Run-based, decisions that compound. Built in UE5 with a custom C++ architecture. Not ready to talk about it but updates will be coming when i have a trailer ready. This is my main project currently. Still very early though. RigBridge exists because this game needed it.
Follow me @Kajin on X for updates on any future projects.