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I'm adjusting a metarig (a skeleton) for a bipedal character mesh with the Rigify add-on. But I want to remove the metarig's bones for the face and add some bones for the feet (my character has long floppy flippers).

My question is: With Rigify, can we add or remove bones to the original skeleton without breaking the rig's widgets before or after we push the button "Generate rig" ?

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Short answer is yes. The process is a bit more involved if you want to use all the features.

To delete the face, highlight/delete all the face bones, including a bone inside the head called "face". I suggest you hide the head bone, or "spine 06" in 2.79, box-select, delete and unhide.

For the toes, add them as children of the "Toe" bones. For the extra functionality, you will want to:

  • Pose Mode > select the root of each toe bone you just created
  • In the Bone Properties Panel and find Rigify Type (bottom panel) you can choose limbs.simple_tentacle, limbs.super_finger or basic.copy_chain.
  • In that same panel, choose the layer where you want the Tweak Bones to be. You can look them up in Object Mode under the Data Panel > Rigify Layer Names
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  • $\begingroup$ Cool thank you ! I have tested it and it's working. After I've posted my question, I've found also a video that can help to illustrate the different panels to use: youtube.com/watch?v=bI_qdzpg1CQ $\endgroup$ – Joppy Apr 14 '18 at 15:49
  • $\begingroup$ Yes DanPro is most excellent! $\endgroup$ – Timo Apr 14 '18 at 16:32

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