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In pose mode, select the control bone you want to alter, go to bone properties, viewport display, and use the scale value. If more than one bone are selected and you press Alt button when validating, the same scale is applied to all selected bones. You can also edit the shapes, they are nothing but a simple mesh, note that the edit has to be performed ...


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From your image I can see that the metarig is selected, and it has all relevant bone layers turned off. It can be hidden after generating the rig. Then you should go to object mode, select the armature called "rig" and check its bone layers. WGTS_rig is only a collection, containing meshes that were used to build the custom shapes of the bones. ...


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A few notes The "bone heat weighting failed" error is because your mesh has intersections around the neck, ears, eyes. Blender comes with an add-on called "Mesh: 3D-Print Toolbox". You can enable it in the preferences. Once enabled, it displays a menu in the N-panel in the Edit section. If you press the Check All button and then the ...


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As Rigify is based on Blender's internal drivers, constraints, and scripts, it's not directly exportable to Unity, so you should think of it as a Blender instrument. The common workflow is to program the animation into Blender, using two different Rigify rigs (use the advanced options, near to the generate rig button, to give an unique name to every rig). ...


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As long as you follow the Rigify bone naming conventions, the rig widgets should generate. As it looks like you're creating your own custom rig, I recommend you read through the Rigify documentation so you understand how the addon works.


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You can try to clean the file you're working on, going in the outliner, changing it from "view layer" to "orphan data" and click the "purge" button many times, until only brushes remain, then generate. Try also the advanced options, choosing to generate a new rig with a new rig name, instead of overwriting the previous rig. Try ...


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