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I am creating a somewhat complex rig since quite some time and I ran into some questions:

does anybody know if it is possible to separate the eye part of the Rigify human meta rig for a custom face rig? I am talking about this part (https://imgur.com/a/7LabxNn). I can build it myself but I am lazy and I like these widgets and how they function. Rigify doesn't have this as a sample it seems and just separating the eye parts or deleting everything else does nothing. Or maybe there is a feature set that contains an eye rig? The ones I know of do not have that.

Is it possible to somehow get the widgets Rigify uses for its meta rigs that aren't available in the default widgets? Maybe some Widget expansion addon or something? Yes, I could also just copy them, but that seems like a hassle if I generate the rig new a lot due to small changes ...

Is it somehow possible to keep custom added constraints on samples "intact" when generating the rig? For example, if I use an aim constraint on the head deform bone from a head sample to aim on a custom control bone it will just do nothing because generating the rig will create a new control bone for the deform bone and thus the custom constraint gets "overwritten". Creating constraints anew after every time I generate the rig is getting tiresome.

Is it possible to add custom rig "Main Properties" (you know, like Neck Follow, IK/FK Switch and such) without coding?

Thanks.

Edit: I seem to like to ask if something is possible. :D

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  • $\begingroup$ CG Dive have done a complete video series about Rigify here which you might find useful. $\endgroup$
    – John Eason
    Jul 29 at 9:43
  • $\begingroup$ Yeah, I actually learned rigging through his rigging course, but it didn't really answer my questions. Or it does in later tutorials (I did the basic and dragon one, the dragon one thaught me the face rig I am using right now) but, to be honest, I am not really all that keen on watching hours of a tutorial that mostly does things I already know. And I think the only one left is the two headed ogre where he sadly didn't add proper naming to know what it will be about to the chapters. $\endgroup$
    – Marcus
    Jul 29 at 11:28
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It is possible to modify the meta rig or add a custom face rig. One free add-on, Rigify Animbox includes a custom eye rig that you could probably use as a starting point.

There are tutorials available that discuss modifying metarigs. A good one is How to Save Custom Metarigs for Rigify.

But the best source, of course is the blender Rigify manual section.

To answer your specific questions, yes, the eye rig is a metarig subrig, so you can replace it with a more complex eye rig if you would like.

As far as getting the widgets, when you generate a rig from a metarig, the process creates a collection called WGTS_rig that contains all of the common widgets. Short of downloading the blender source code and stripping the widgets out, saving a copy of that collection is your easiest way to collect the widgets.

You shouldn't add constraints to the meta rig. Metarigs are supposed to be only deformation bone chains. You would have to either modify rigify itself, create an addon like animbox to modify the generated rig, or manually add your constraints to the generated rig.

Yes it is possible to add additional properties to the generated rig. You do this the same way you would add custom properties to any object.

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  • $\begingroup$ Ohhhh, Animbox looks super useful, thanks for that recommendation, never stumbled upon that one. I wish there was an easy way to add additional constraints to samples/meta rigs. But I guess I'll have to create my own head rig then because setting up the aim constraint every time I modify something is just annoying. Yeah, I know I can add custom properties, but these don't show up in the general options of the generated rig thus I have alays to go to the armature/bone properties to change them. That is like ... one click more and I am lazy as heck! :D Thanks. $\endgroup$
    – Marcus
    Jul 29 at 14:47

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