Mech Kinematics | Blender

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Mech | Blender is a collection of composable, Python based rigging components for Blender, designed around minimal, well engineered building blocks rather than a rigging framework. Each component solves a specific, known rigging problem, a biped limb, a quadruped leg, a tail, a mechanical joint, and is built to be assembled programmatically through macro build scripts written for a specific production's needs.

Mech | Blender is deliberately unopinionated. It has no framework, no required structure, and no assumptions about naming, shape design, or styling, those decisions are left entirely to the user. What it provides instead is the mechanics: clean, professional, canonical control rig setups that handle the underlying rigging logic correctly, so that layer can be trusted and built on top of, rather than rebuilt from scratch on every project.

Component Library

The current component set covers common production rigging needs, including biped and quadruped setups (including horse and paw configurations), mechanical components, tails, and additional specialized solutions developed through ongoing production work.

Composability and Output

Because components are unopinionated and framework free, they can be extended, combined, or incorporated into any pipeline or build process the user designs. Outputs are optimized for asset rigging, built to work cleanly on skeletons intended for real time engine export, and structured for composition rather than fixed, all in one rig templates.

Mech | Blender is developed as part of Mech, an ongoing research and development initiative into control rigging and animation systems for production arts. It represents that research applied directly as production ready rigging components inside Blender.

Availability

Belle for Blender public release will be announced soon.

© 2026 Alex Stevovich

Contributor