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Trying to get Bendy bones from Metarig to Rigify with the Bendy settings in tact. And failing! Can’t figure out what I am doing wrong.

The left side is a “basic.super_copy” rig type and it loses the Bendy info in rigify (stays stretchy though) The right side is a “skin.stretchy_chain” that I extruded to add a chain. Rigify changes the start and stop points of bendy chain to handles, but they don’t work.( I can grab the controller and bend it though, controller is fine) Working on this a while with different rig types and can’t seem to figure it out. What am I dong wrong? Any suggestions? Thanks! (Top pic is metarig and bottom is Rigify? Metarig on top Rigify on bottom

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  • $\begingroup$ You could try adding you bendy bones controls to the rig as child of constraint $\endgroup$ Commented Nov 5, 2022 at 18:55
  • $\begingroup$ Thanks DV, sounds interesting. Not really sure how to do this. I see the child of constraint, but how would I add the bendy bone controls to it? Would I put the constraint on the DEF chain to the ORG chain? Could you explain a little how I can do this? $\endgroup$
    – Jerny
    Commented Nov 7, 2022 at 2:06

2 Answers 2

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You should try setting the rig type to basic.raw_copy for bendy bone. Even set this rig type to the Def bones. Also after generating the rig you should tick Deform in every single bendy bone (unfortunately after every Re-Generating the rig as far as I know).

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Thanks D, I ended up building separate bones then attaching them to the final rig all at once (Parenting). I also wanted to keep the constraints which disappeared from the model when the rigify rig was created. I'll try your suggestion on the next try!

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  • $\begingroup$ Hi, thanks for the post. This site is not a regular forum, answers should be substantial, stand on their own, and thoroughly explain the solution and required steps. One liners and short tips rarely make for a good answer. If you can, edit your post and provide some more details about the procedure and how it works, perhaps add a few images illustrating some steps and final result. See How to write a good answer?, otherwise it may be converted to a comment. $\endgroup$
    – quellenform
    Commented Nov 3, 2023 at 16:53
  • $\begingroup$ By the way: You also have the option of merging two accounts into one if you are interested. You can find the instructions here: blender.stackexchange.com/contact (Account Issue > I need to merge user profiles) $\endgroup$
    – quellenform
    Commented Nov 3, 2023 at 16:56

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