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I tried using rigify and after parenting it with the mesh and using weight paint it still doesn't seem to move. I'm still a newbie so this is my first model that I've made so I'm not sure what I'm doing wrong. https://drive.google.com/file/d/1T58z256-yVLu8i7b5RACKeloV3Tnfhhz/view?usp=sharing

this is my model with the armature

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Congratulations on your first rigged model. There are a few common mistakes but they are easy to fix:

  1. The Body mesh has 22 duplicated vertices. This will cause the infamous "Heat Weighting: Failed to find solution for one or more bones" error. You need to remove them with the Merge By Distance operation. Select everything in *Edit mode with key A and press key M. It's also described in one answer to the linked question.
  2. The clothes have flipped normals. This will mess up the calculation of the Automatic Weights. You need to flip the faces. See the question: Bad auto weight paints

Furthermore,

  1. The leg bones of the meta rig are X-legs. You need to straighten them else the knee tilts inwards or outwards when the character lifts the leg. See Rigify leg issue for details. legs

  2. The hair strands have around 400,000 vertices. That's very heavy. Consider adding a Decimate modifier on the hair strands with the option Un-Subdivide and 4 or even 6 levels. The level value should be an even number to maintain the topology. This way you can reduce the number to about 50,000.

  3. For these "extensions"/"cloak parts" you can add extra bones to the metarig and define a Rigify Rig Type to create controls in the animation rig. This question may also be interesting for you: How to make rig that reacts to gravity or seem to behave physically correct? might be useful, too.

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