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mGear 3.7.8 Release

mGear 3.7 Release
EDIT: New hotfix 3.7.9 available

The mGear Dev team is proud to announce the release of version 3.7.

This point release includes many updates with the focus of improving the video games and real-time pipeline integration. This release is also one of the bigger releases in terms of several bug fixes and enhancements made to date.

Big thanks to all the members of the mGear Dev-Team and all contributors and people who helped to mGear development with all the awesome feedback and advice! mGear will be not possible without the awesome community! :heart:

The key updates for the mGear’s modular rigging system “Shifter” are:

  • New naming convention rules for both controls and joints. This will allow mGear to integrate into any pipeline with pre-existing naming conventions.
  • A new set of shifter components called “EPIC components” specially designed to work with Unreal Engine and other game engines.
  • New joint orient offset options to define the joint orientation of any component.
  • Two new biped templates to match names and joint structure of Unreal Engine Mannequin a MetaHuman.

Other important enhancements include:

  • Plebes, a tool that generates character rigs. Based on various character-generated templates that can be used with Shifter. (Mixamo, Character creator 3, Daz Studio and Make Human character FBX can be used to generate a mGear rig and hooked up to the skeleton provided).
  • New tools and options for Anim_Picker.
  • New tool for Xgen Interactive Grooming splines to speed up the creation of curve based grooming.
  • Easy Drag and Drop install.
  • Rigbits facial rigging tools have been updated to work in conjunction with Shifter’s Game tools.
  • Easy to use in combination with NXT (Node eXecution Tree) https://nxt-dev.github.io/.

About mGear:

mGear is a free open-source Rigging & Animation Framework released under the MIT license. The framework includes many tools for both riggers and animators. Some of which are best known for the modular rigging system “Shifter”.

The core framework has kept growing over the past 8 years, many tools have been added to offer a complete suite to cover a wide range of technical needs for the creation of CG animated characters which has made mGear more than just a modular rigging system.

Combined with the Data-Centric Rigging workflows, mGear offers a robust backbone to create, animate and maintain a large array of CG characters to suit any demanding pipelines.

Why use mGear?

  • mGear is a production-proven tool that can be used in movies, games, TV series, VR, VFX, advertisement, and many more.
  • mGear is open-source and completely free under MIT license. This makes it ideal to modify to suit any pipeline needs in which outsourcing and collaborations between studios can be done without the burden of complex licensing systems or cost increases.
  • mGear is easy to use for beginners while offering a deep level of control and flexibility to Senior TD’s.
  • mGear’s community has been growing steadily and continues to do so, as we see more riggers using mGear within their productions.
  • mGear is a solid and reliable open-source project with 10+ years of history.
  • mGear rigs are compatible with Rumba Animation Software.


Hey there!
First of all, thank you for all the hard work you’ve done! This update is looking crisp!

I have however faced an issue in RBF Manager with this version. After selecting necessary components (joints/controls) clicking New RBF gives me this message.

This happens on both new setups and old rigs made on previous versions. Making new clean plugin installation also doesn’t help.
What’s strange is that it calls back to line 674 which responds to existing rbf node even on freshly built rigs.

@Sam_Noskov thanks for the feedback
@Rafael can you check this? Thanks!

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Thanks for the continued updates, and also the videos to go along with them, you guys are AWESOME!

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@Sam_Noskov Great catch! Sorry for the introduction of the bug on my part.

Should be fixed



NEW Hotfix 3.7.9 available


Thanks a ton for the swift fix!

EDIT: Just tested, works like a charm. You guys are amazing!

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ADMIN EDIT: moved to

Hello @Taylor_Wright I have moved your question to a thread here EPIC_Spine module and the EPIC_Arm module joint orient issues