Converts Rigify rig to Humanoid compatible
Installation:
- Download this repo as zip archive
- In Blender Open Edit tab -> Preferences... -> Add-ons -> Instal... -> choose the downloaded zip archive
- You can find the Addon under Rigging category, there should be "Rigify to Unity" addon
Usage:
- Create Basic Human Rig
- Press "Generate Rig" from Rigify tab
- Make sure newly generated rig is selected (named just "rig")
- Press "Prepare rig for unity" from Rigify to Unity converter tab
⚠️ Do it before weight painting as some deform bones will be removed
- Do something cool!
- p.s. Check "Only Deform Bones" when exporting to exclude unnecessary bones from fbx
Use Prepare Ritty rig for Unity directly on an unconverted generated rig. Do not run the standard conversion first; the Ritty button runs the standard conversion and the Ritty-specific steps together.
The Ritty conversion adds the following behavior without introducing additional bone renames:
- Rebuilds any
DEF-tail,DEF-tail.001, ... bones as a numeric chain and parents the first available tail bone directly toroot. - Rebuilds the
DEF-ear.LandDEF-ear.Rchains and parents their first bones toDEF-head(or the standard conversion's source head bone). - Parents
DEF-belly.CtoDEF-spine.002andDEF-Breast.CtoDEF-spine.003when those custom body bones exist. Each DEF bone receives aCopy Transformsconstraint targeting the same rig's matchingORG-*bone. - Removes
DEF-pelvis.Cafter moving any child bones toDEF-spine. Transfer anyDEF-pelvis.Cmesh weights toDEF-spinebefore running the converter. - Keeps the original standard button available for non-Ritty rigs.
The converter changes and removes bones. Run it on an export copy of the generated Rigify rig if the original control rig must remain intact.
This script basicaly follows this tutorial
https://docs.unity3d.com/560/Documentation/Manual/BlenderAndRigify.html
Script inspired by legacy https://github.com/trynyty/Rigify_DeformBones
