I build production-ready Blender tools that make rigging and UV workflows faster, safer and reversible.
CS & Game Dev Student | Aspiring Technical Artist & Blender Add-on Developer focused on rigging automation, non-destructive deformation workflows, and UV pipelines for Blender 4.2 LTS through 5.2+.
Featured project: BBone to Bones (v0.2.0)
Convert Blender Bendy Bones (bbone_segments > 1) into game-ready bone chains (<name>_seg_00..XX) with curved joint boundary blending (< 0.001 m), one-click deform-only influence cap, non-destructive Revert to BBones, and 5 engine export presets (UNITY, UNITY_GLTF, UNREAL, UNREAL_GLTF, GODOT).
Watch the live GIF demo | Direct GIF | 1080p 60fps MP4 video | GitHub Release v0.2.0 | Documentation
Not sure which add-on to try first? Pick your workflow:
The Rigging Suite consists of 3 independent rigging add-ons (zero dependencies between them, automatically unified into a single Rigging Suite tab when installed together), plus Intelligent UV Mapping for texturing and game-engine UV prep. Pick your workflow:
- Exporting Bendy Bones to Unity, Unreal or Godot? -> BBone to Bones (
v0.2.0) - Generating FK controllers from an existing
DEF_skeleton? -> DEF Controller Auto (CTRL_DEF) (v0.3.0) - Wiring
MCH_/ORG_/DEF_constraints across one or two armatures? -> Auto Copy Transforms DEF (A.C.T.D.) (v1.3.0) - Preparing meshes for baking or game engines? -> Intelligent UV Mapping (
v0.35.1)
Every project here ships with a deterministic headless regression suite, published releases with SHA256 checksums, and CI-friendly verification scripts.
| Metric | Value |
|---|---|
| Blender Compatibility | Blender 4.2 LTS through 5.2 LTS (officially tested headless & GUI on 5.2 LTS) |
| Automated Headless Verification | 666+ verified checks: 644 in 12 suites on Auto Copy Transforms DEF, 22 headless + engine round-trip checks on BBone to Bones (in Godot 4.7.2/4.3 and Unity 6000.6), 14 smoke + 75 UI geometry checks on Intelligent UV |
| Published Releases | 19 published releases with SHA256 checksums (8 on A.C.T.D. up to v1.3.0, 5 on CTRL_DEF up to v0.3.0, 3 on Intelligent UV up to v0.35.1, 3 on BBone to Bones up to v0.2.0) |
| Official Blender Extensions | 2 approved & live (ctrl-def and auto-copy-transforms-def), 1 submitted (bbone-to-bones), 0 external runtime dependencies (100% Python stdlib + bpy) |
| Add-on | Version | Extensions | Repo | Tracker |
|---|---|---|---|---|
| BBone to Bones | v0.2.0 | Submitted / GitHub Release | PieroFra/bbone-to-bones | Issues |
DEF Controller Auto (CTRL_DEF) |
v0.3.0 | Live listing | PieroFra/def-controller-auto | Issues |
Auto Copy Transforms DEF (A.C.T.D.) |
v1.3.1 | Live listing | PieroFra/auto-copy-transforms-def | Issues |
| Intelligent UV Mapping | v0.35.1 | GitHub Release | PieroFra/intelligent_uv | Issues |
Converts Blender Bendy Bones (bbone_segments > 1) into game-ready bone chains (<name>_seg_00..XX) with curved joint boundary blending (< 0.001 m), one-click deform-only influence cap, non-destructive Revert to BBones, and 5 engine export presets (UNITY, UNITY_GLTF, UNREAL, UNREAL_GLTF, GODOT). Submitted to Blender Extensions and published as GitHub Release v0.2.0.
Generates tracked, color-coded FK controllers with shared custom shapes from the DEF_ chain. Zero dependency cycles, deterministic naming, and a 1-click synergy with Auto Copy Transforms DEF for a complete controller + constraint pipeline.
Deterministic automation of Copy Transforms / Rotation / Location / Scale constraints between a source armature (MCH_) and destination armatures (DEF_, ORG_). Live preview, pattern learning, and a reversible JSON registry: nothing is baked in, everything can be undone. Approved on Blender Extensions and indexed on the XERJ Corpus Hub.
Automated UV unwrapping driven by curvature (VSA shape clustering), seam pinning, global texel density control, UDIM multi-tile workflows, and an optional bridge with RizomUV via Live Link, Lua scripting, or full automation.
All four projects are actively maintained with recurring verification passes:
-
BBone to Bones: Blender Extensions review follow-up, engine round-trip regression on Godot and Unity, and release archive SHA256 validation.
-
DEF Controller Auto (
CTRL_DEF): custom widget library presets, multi-limb batch templates, and Blender 4.2 - 5.2 LTS CI matrix. -
Auto Copy Transforms DEF (
A.C.T.D.): one-click restore operator fromactd_replace_backup_*.jsonsnapshots, extended multi-armature batch rules, and automated release archive validation in CI. -
Intelligent UV Mapping: headless end-to-end UV pipeline regression suite, clean-install gate verification on virgin Blender profiles, and Blender Extensions submission.
I am open to collaborations, Python/Blender tool development, technical art pipelines, and freelance work.
What rigging or UV step is still slowing you down? Open an issue on any tracker with the workflow you want automated next.
- GitHub Issues & Inquiries: @PieroFra on GitHub (or open an issue on the relevant repository tracker)
- Blender Extensions: CTRL_DEF (approved & live) | A.C.T.D. (approved & live) | Author profile
- XERJ Corpus Hub: hub.xerj.org/contributors/PieroFra
- Reddit: u/Previous-Nebula7736 (release posts and workflow threads on
r/blender) - ArtStation: artstation.com/pierofra





