BS-TexRig
Painted texture maps → Pose Mode bone picker. After Build, the face runs on pure Blender drivers — clients and animators need no addon.
Why it exists
Rigging dozens of expression textures by hand means repeating material nodes, texture indices, and drivers for every character.
BS-TexRig turns an ordered image folder into a controllable texture rig in a few steps. Build once, then ship a normal .blend: the finished face runs on Blender drivers + shaders, even with the addon disabled.
- You need to rig dozens of expression textures without hand-building drivers and material nodes
- You want a fast, repeatable texture-rig setup from an image folder
- You need to hand files to clients / animators without friction
What you get
The advantages that matter in production — not a feature dump.
Pure-driver handoff
After Build, playback needs no addon. Pure Blender drivers + material groups. Safe to pass the file around.
Pose Mode picker
Move Expr_Ctrl onto red expression bones — Integer snap, or soft Blend between neighbors (Pro). No timeline scrubbing.
Your textures, live
Atlas in both editions; UDIM and alpha-stacked Eye / Mouth layers in Pro. Keeps your painted look, not a mesh morph.
Multi-character safe (Pro)
Multiple Control Sets and characters on one scene — Build / Rebuild stay set-scoped so face B does not wipe face A.
Viewport Expr Previews (Pro)
Content-cropped preview planes on Expr bones. Bake BG & Border preserves the background/border look; Pick Glow remains a separate live option.
Production repair tools (Pro)
Fill eyedropper · Add / Update / Replace · Pad · Swap · Clear Layer / Set · Delete Selected · Fit Limit · Refresh after Undo.
Pack → Build
Scan a folder of expression images, pick mesh + material, then Build.
Prefer Standalone OFF on production characters so the picker lives on the character armature.
Empty Out Folder → tiles land next to Source under BS_TexRig_Atlas/<LayerName> / BS_TexRig_Udim/<LayerName>.
Pack & Build — demo slot
Drop a GIF or loop here laterPose → ship
Select the yellow Expr_Ctrl, move it onto a target bone — the face switches (or blends).
Disable BS-TexRig in Preferences — the face still drives.
Pose Mode drive — demo slot
Drop a GIF or loop here laterBasic vs Pro
Choose Basic ($10) for a focused Atlas picker or Pro ($25) for the full production workflow · Blender 4.2+.
Basic
Atlas · Integer · one layer / one set · Build Target Auto Fill · scene-wide Clear All · Scan / Build / Refresh / Apply Pick & Layout · Also Emission · Max Size 8K/16K (hardware-dependent) · Auto Downscale · English/한국어 Help Language for Help tab and hover descriptions (UI labels stay English) · no fixed expression count within Atlas/GPU limits. No planned feature updates — Basic stays maintenance / bugfix; new features ship in Pro.
Pro
Shares the core Atlas/Integer workflow, then adds UDIM · Blend · multi-layer / multi-set · image sequences · Add/Update/Replace · Pad/Swap · selected-layer Clear · Floating/Solid Preview · Bake BG & Border · English/한국어 Help Language for Help tab and hover descriptions (UI labels stay English) · locked red Expr bones. Active development continues on Pro.
Quick start
- Install zip → Preferences → Add-ons → enable BS-TexRig.
- N-panel → Textures & Material → Source → Scan (list order = Expr_01, 02…).
- Basic: select the target mesh → Auto Fill Armature · Mesh · Material (an existing Ctrl also works). Pro: choose Armature · Control Set · Mesh · Material · Layer. Keep Standalone off unless you need a separate armature.
- Pack = Atlas (Basic/Pro) or UDIM (Pro, best for 4K / many faces).
- Set Layout / Snap Ratio, then Build.
- In Pro, Load/Pad/Swap/Refresh/Clear use the selected Ctrl/Expr owner. Layer actions also require one associated BS-TexRig group selected in the Shader Editor.
Pro — multi-layer
Same Control Set = one shared expression index. Keep matching slot counts and order for Eye / Mouth / ….
- Missing art on a slot → Pad (transparent tile) so the stack does not go pink
- Different counts → New Control Set (separate Ctrl), do not force Add on the same set
- One tile swap → check 1 image + select 1 Expr bone → Swap
- Stacked layers: prefer PNG with alpha
Pro — Build / Add / Update / Replace
| Mode | Meaning |
| Build | First setup / rebuild bones + target Layer |
| Add | New Layer name on the same Control Set (Eye exists → type Mouth) — not “+1 expression on Eye” |
| Update | Same Layer · keep current slots · append NEW files only |
| Replace | Same Layer · rebuild from the checked list only |
Add one expression to Eye: list + a new file → check it → Update.
Do not check an already-built image and press Update. Do not use Add for that.
Pro — sequences (loops)
- One frame folder = one
[Seq]list row (Scan or +Seq). Mix with stills OK. - Loop ON = timeline play; Loop OFF = integer Frame 1…N (Layer Controls / Preview).
- Play in Material Preview / Rendered. Solid Preview keeps the first frame only.
- Per-layer Loc/Rot/Scale transform: Material/Rendered only (Solid ignores Mapping).
- Multi-layer Solid Transfer moves all layers together — per-layer motion = Material Preview.
- Still ↔ sequence: edit list → Update or Replace (not Swap).
Pro — Expr Preview + Bake
- Select the Control Set Ctrl, then Make Previews (Floating + optional Solid)
- Choose Active Layer (fast) or Composite Set (all layers), then adjust BG · Border · Flip
- Bake BG & Border — locks BG / border / flip into the display image
(art file stays intact so you can re-Bake colors) - Pick Glow is optional, driver-driven, and not part of Bake
Always Make Previews once before the first Bake on that set.
Layout & Pick
- Apply Pick — update snap / Blend zone from Snap Ratio (bones stay put)
- Apply Layout — rebuild bone layout from Spacing / Columns (keeps lengths when possible)
- Blend (Pro) → Layout Horizontal Line recommended (Grid can blend diagonal neighbors)
- Expr bones overlap on first Blend build? Lower Snap Ratio, then Apply Pick
- Optional Fit Ctrl Limit (Pro) — clamp Ctrl to the Expr grid
Help
- Do not Ctrl+J a Standalone Expr armature into the character after Build
- Do not expect UDIM / Blend / multi-set / Pad / Swap / sequences / Bake BG & Border in Basic
- Clear Layer removes the selected layer mapping; Clear Set removes that set's bones, drivers, properties, previews, and mapped layers
- Clear never deletes generated
BS_TexRig_*files on disk - After heavy Undo (especially Delete Selected) → Refresh if the face looks wrong
- You supply expression images — the addon does not paint textures
- Atlas = one GPU sheet. 16K support depends on the GPU; use Max Size / Auto Downscale. Heavy 4K stacks → use UDIM (Pro)
- Sequence Solid = first frame only — do not expect Workbench to animate loops
- Solid multi-layer Transfer = all layers together (Workbench Texture = one Image + one UV)
- After Build, dragging Expr_Ctrl may lower viewport FPS (snap drivers per Expr slot + material Index). Expected even without Floating/Solid Preview — pure-driver handoff tradeoff. More slots cost more.
Editions at a glance
| Basic | Pro | |
| Packing | Atlas | Atlas + UDIM |
| Drive | Integer | Integer + Blend |
| Layers / sets | One | Multi · selected Ctrl/Shader-layer actions |
| Build modes | Build | Build · Add · Update · Replace |
| Sequences | — | Folder slots · Solid first frame |
| Texture tools | Scan · Load · list editing | + Pad · Swap · Preview Atlas · Floating/Solid Preview · Bake BG & Border · Delete Checked Files |
| Pose helpers | Apply Pick / Layout | + Fit Limit · locked red Expr · Delete Selected |
| Cleanup | Clear All Basic Setups in Scene | Clear Layer / This Control Set |
Buyer manuals also ship inside each zip as README.md.
Get BS-TexRig
Checkout on Gumroad (Basic + Pro). Docs stay on this site · support by email (kobinseol@gmail.com).