To solve this issue, you need to:
Make sure the mesh weights are set correctly
Probably join all the body part meshes into one mesh
Make you rig bind to the mesh using bone envelopes or vertex groups. If you choose bone envelopes, make sure they encapsulate all parts of your mesh so they effect all parts of the mesh. If you choose vertex groups, make sure ...
try following these steps
after joining all the separate parts and the body mesh together, you should parent the body mesh to the armature by ( in object mode )
selecting the mesh then the armature and pressing Ctrl P
select Armature Deform >> With Automatic Weights
select only the mesh and go to Modifiers
deselect Bone Envelopes in the Armature Modifier
Blender's built-in addon Rigify provides the user with many "handles" or "controls" used to manipulate the position of mesh parts. Here, all of these handles/controls are shown highlighted:
Forward Kinematics (FK) vs. Inverse Kinematics (IK)
Forward kinematics (FK) is one of the two ways Rigify uses ...
In one of the files you sent, RigRichardMaleGame.blend, you did several things wrong, the two most significant being that you moved the metarig away from the generated rig instead of just hiding it. See #4 here.
That next thing you did wrong was remove the Armature modifier from the base mesh, this is what links the mesh to the rig. Your animations will ...
Open a Text Editor and see if there is rig_ui.py file there.
If there is click Run Script and check also Register. Your controls in N panel should reappear. Also make sure for future that you have Auto Run Python Scripts enabled in User Preferences under File tab (so the registered scripts are run automatically when you open blend file).
If you linked the ...
We won't do your work for you. We will only help you with answers to your questions.
First thing I noticed, both your mesh and metarig have unapplied scales (and uneven for the metarig). They also have unapplied rotations. You have to apply your objects scales and rotations via ⎈ CtrlA before doing anything.
I tested out 2 options...
MakeHuman Game Rig Preset:
MakeHuman > Pose/Animate tab > Rig presets > select game.json
Then export to Blender.
Works like a charm in Blender. It seems to have all the posing that Rigify offers. Imported from Blender to Unity3D and worked perfectly with Mecanim. This seems to be the way to go!
MakeHuman with Rigify option ...
I have found the problem to this, u have to go on pose mode find the bone (ctrl) in the properties under display and for some reason the wireframe is off. You have to enable it for every ctrl bone.
It's easy enough to switch.
First you need to select the Pitchiboy metarig and go into Pose mode. Select the root of the finger (3rd from the tip) and go to the Bone properties view. Under the Rigify Type view it shows that the bone is set to create a "pitchiboy.simple_tentacle".
Click the Rig type field and select "finger". You need to do this to each ...
The first two questions are related I will focus on them.
The stretching you face only appears with inverse kinematics (IK) when you move the control bone in a impossible position, this is used for cartonic exaggeration.
You can disable this by setting the Auto Stretch IK slider to 0.
The elbow has an IK-target which can be controlled as knees with a ball ...
The workflow I recommend when using Rigify:
Confirm the character's scale and proportion related to their environment and props, then apply character's transformation (otherwise, an accidental scale reset could ruin the rig),
Carefully adjust the metarig to the character's scale and proportions,
Generate final rig from the metarig.
Adjusting metarig scale ...
Found 2 issues here :
First, you forgot to apply the mirror modifier.
Second, you can see that it is not the "foot" weight that influences the other side, but the "toe" weight (and this is a side-effect of the mirror modifier I guess) :
So make sure to apply the mirror modifier before parenting the armature, then try again. You'll be able to tweak the ...
Appending the rigged object to different scenes doesn't automatically include/run the rig_ui.py script. The script can then be located in the original .blend file's /Text folder.
You can also keep a local copy of the script by generating a new Rigify rig in an empty scene and saving it. Just be sure to change the rig_id in the script to match the rig you ...
Create an armature and enter its edit mode. Delete the bone to start fresh.
You can build a custom metarig from "samples" that you can add in. Later this metarig is used to generate the rigify rig.
To know what samples to use for your use case try them out and see what they do.
Each sample will be added in the scene origin. Position the samples like you ...
This particular problem was caused by deleting the rig_ui.py file and replacing it with the rig_ui.py file generated in a different file. The rigify plugin creates and executes the script which is partly specific to the rigify rig that it's generated with. It's found in the scripting tab.
The problem is solved by going to the scripting tab, and checking a ...
If you want to simulate the cloak with the cloth simulator, you'll have to remodel it. This cloak was made for a still model, it was not meant to be simulated. Two points to keep in mind :
A cloth to be simulated should have a non distorted starting shape, since the simulation will perform the distortions on it. If you leave the base mesh distorted, the ...
If going into edit mode and back after selecting all doesn't work the just enable your 'WGT' collection
Check where your 'WGT' collection is then select the screen button to enable the collection
Then make sure the collection is visible.
Then all you do is select all, go into edit mode and back into object mode and your rig should be visible now, just ...
1) Metarig (Rigify, actually) is a good efficient rig, AutoRig Pro is fast and fancy, but it's not very "solid", it has some limitations and some techincal troubles that I personally find quite annoying, and Blenrig is more cartoony squash and stretch oriented.
2) Rigify is the simplest, but you can perform edits on every rig, as soon as you understand ...
There are two common ways to add eyes to a head. First I'll describe how I do it when the eyes are meshes that are part of the head object:
Here is a head, consisting of 1 object. The object consists of two meshes, that I nickname half-a-head and left-eye:
Only half a head because I'm mirroring to save effort. They eyeball is a simple sphere ...
Armatures have their own layering system - similar to the layers available in the 3dview - only bones on active layers will be visible. Rigify uses these layers to group various related bones together, eg the finger bones are all on one layer, arm.L(IK) bones are on another and so on.
Rigify also creates a panel that is shown in the properties sidebar of ...
Go into Blender's User Preferences and on the File menu, tick 'Auto Run Python Scripts' on and regenerate the rig. This will fix half of it missing. However, when you move into Unity, you'll notice that Rigify creates a lot of controllers and widgets, that while very helpful in Blender, are rubbish for Unity. I suggest taking a look at the Rigify to Unity ...
The problem in your scene is caused by the bone structure. Take the L side for example:
Since you are using two bones for each upperarm for some reason (which is unlike normal human), the constrained bone DEF-upper_arm.01.L doesn't follow the rotation of its control bone or even DEF-upper_arm.02.L, which would lead to the problem. As shown below:
Ahh, i found solution. If anyone is in same situation. rig maintain ALL IK FK switches and stretch options at end of dopesheet (mostly hidden) you have to make sure, following
mouse icon "showing selected object channels" is OFF
ghost icon "include channels from bone hidden etc" is ON
now when i know this, i think its very reasonable to have them there ...
The problem is automatic calculation of bend rotation on Rigify's part, it uses the bends and rotations of joining bones to try and figure it which way they should be bending.
in edit mode Recalculate the all finger bone rolls to -z axis.
go into pose mode and click on the upper 3rd bone of each finger(individually).
In bone settings change bend rotation ...