Hi im new to blender and is currently making a game in unity, but i need to make a 3d model for my game. The model has to be humanoid and therefore i need a head, but when creating the rigify armature i only get 6 spines and a face. I dont know of anything i can do with that. Because my character does not have a face, and head bone is required.

Anyone know what i can do to fix this? or if im doing something wrong?

EDIT: Tha picture of the rigged model was a simple armature and not the one im refering to. And i can still not move the head because its not a head bone its the 6th spine.

Picture 1 Picture 2

  • $\begingroup$ Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking. $\endgroup$
    – Community Bot
    Commented Dec 21, 2021 at 16:45
  • $\begingroup$ Can you add your blend file to your question? (How to add a blend file) $\endgroup$ Commented Dec 21, 2021 at 16:56
  • $\begingroup$ @MartyFouts I have added it now :) $\endgroup$ Commented Dec 21, 2021 at 17:06
  • $\begingroup$ I've taken a quick look, and I see your problem, but the solution is going to take a while to write up. Meanwhile, it's best not to delete bones from the meta rig. Generate a rig and delete unneeded bones from it. $\endgroup$ Commented Dec 21, 2021 at 18:02
  • $\begingroup$ @MartyFouts Thank you, but seems a little weird that you should do it that way. Youtube tutorials ive seen always deletes before generating a rig... but there arent a lot of tutorials out there on rigging, or at least i havent found much. $\endgroup$ Commented Dec 21, 2021 at 18:39

1 Answer 1


The underlying problem is that when you deleted the face from the meta rig, you confused rigify about what should be the head. Until you've become proficient at rigify you should never modify a metarig. Even when you are proficient it's better to generate a rig and modify it.

Rather than have you go all the way back and edit a metarig to fit your A pose, here's a suggestion:

  1. Get rid of the currently generated rig.
    • select Body in object mode.
    • remove all of the vertex groups.
      • go to the Object Data Properties Tab
      • Use the ↓ menu and select Delete All Groups
    • Unparent Body from the armature:
      • Go to Object Properties Tab
      • Open the Relations panel
      • click on the 'x' to remove rig as the parent.
    • Delete the armature modifier
      • Go to the Modifiers Tab
      • Click on the 'x' to remove Armature modifier.
  2. Delete the rig. (not the metarig)
  3. Generate a new rig.
  4. Parent the body to the new rig using Automatic Weights

At this point, in WireFrame Mode, your head area should look like this:

Screenshot showing rig in wireframe mode

The cyan circle is the control that will move your head. It is considered part of the Torso in the Rig UI

Here's a fixed version of your rig.


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