# rigid movements are not working after generating rig using rigify addon

this is my mesh which is in .fbx format

and i have added armature (basic human )

moved all my bones such that they are inside the mesh

applied scale for mesh

applied scale and location for bones

and selected body mesh along with bones and parented them with automatic wieghts

its fine till here without any errors and im able to move the mesh when i moved the bone

but after generating rigid and when i get into pose mode and try to move something nothing is being changed

Attached my blender file please have a look

https://www.dropbox.com/s/pdqwts0n55gk7bt/stacko.blend?dl=0


## 2 Answers

The mistake is step 6 "and selected body mesh along with bones and parented them with automatic wieghts"

You parented the mesh to the metarig, and then the generated rig to the mesh:

• metarig → mesh → rig

That's wrong. Correct relationship is:

• rig → mesh

Clear the parent relationship (Alt+P) of the mesh and the rigs. The metarig is only used to lay out the bone structure. Then you generate the actual rig (default name is "rig"). This one is the parent for the mesh (P, With Automatic Weights. The rig must be active object = selected last)

Side notes:

The layout of the bones of the metarig is not ideal and you should adjust the position of some bones:

• the "knee" of the bones don't match the knee of the mesh. Move it higher
• the head bone is too short, it should touch the top of the head
• the hand bones (last ones of the arms) should match the mesh's hands. That is, be inside of the hands.
• the right heel bones (heel.02.r) is rotated. It should lay on the ground like the left one. Select the left one and use the menu entry Armature > Symmetrize to fix it.
• toe and heel bones should touch the ground and the edges of the mesh
• arms (bones) are not symmetrical
• wheni tried to parent bones to mesh as you said I not getting automatic weights option instead im getting(object) i'm confused first ill take the bones inside the mesh select it and then parent to the mesh and then generate rig is it ???
– John
Jul 12 at 13:28
• First, you edit the metarig and place the bones in the mesh. Then in Object mode, generate the rig from the metarig with the Generate Rig button. Finally, parent the mesh (child) and the generated rig (parent) With Automatic Weights. The rig must be highlighted in orange (in Blender's default theme), the mesh is highlighted in a darker reddish color. If you chose the wrong order and try to make the rig the child then there is no With Automatic Weights option. Jul 12 at 13:43
• i appreciate your amazingly detailed explanation and i did everything as you mentioned removed parent for mesh and bone. gnerated rig with rigify and tried to connect mesh to generatd rig(parent) but when i tried to do that im getting error "loop in parents"
– John
Jul 12 at 14:06
• Have you cleared the parent relationship of all 3 objects (metarig, body mesh, generated rig)? The error is because you parented them as shown above. And when you try to parent the "tail" with the "head" of this hierarchy then Blender complains that you try to create a loop. The parent cannot be a child of its own child, you know? Dissolve this hierarchy. You can check the relationship in the outliner and in the Object Properties tab, Relations section, Parent inputbox. Jul 12 at 14:16
• thanks for contributing your knowledge to the community it helped me so much :)
– John
Jul 12 at 14:23

The reason for this is because your weight paint body is blue all over.

I changed the arm manually by weight painting and then i could move the arm by using the rig.

• @Chrisi just changed the the wightpaint from blue to other and tried to move still its same the mesh isnt moving just the rig part is moving
– John
Jul 11 at 11:46