Humanoid rig not working

So I used the rigify meta rig for my character and deleted the face bones since I won’t need them.
The avatar seems to be fine, expect for the missing chest and upper chest bones. The issue seems to be that the DEF-spine bones don’t follow the movement of the rest of the bones. I really have no clue on how to fix this issue so any advice is welcome. Also if you need more info on the issue, feel free to ask since I don’t know what exactly is causing the issue.



I feel like this doesn’t really belong in general discussion, maybe animation would be better. There is an old post about using rigify with Unity humanoid rigs. The main problem is that it has extra bones that need to be reparented. Personally I don’t like changing the rig like in the previous post as it prevents animating the rig in Blender. I prefer to create a new rig that is compatible with Unity and use constraints to attach it to the rigify rig. Then use the Animation Rigging package for any in game constraints like twist bones.

Well, the issue here is that rigify is not made for videogames. It creates complicated rig, which does not transfer into a videogame easily. Look up “rigify to unity” online, see if any solutions work. Most likely scenario is that in rigify “def” bones were controlled by a driver or something complicated, like copy constraints.

For quicker animation I’d recommend to try autorigpro, which is paid, but can export to unity and unreal without hassle.

When I needed animated models in the past, I skipped rigify and created rigs from scratch.

I found the most jenius move. Basically, select your generated rig, hide all groups except DEF in the Data tab, and go to Edit Mode. Select all the bones labeled “spine” and delete it. Finally, simply unhide the hidden bones and link them to your model. If you’ve already created animations, you’ll need to delete the “root” in the keyframes.