I’m trying to follow the guide for converting a Blender rig into a rig that mecanim can understand (https://docs.unity3d.com/Manual/BlenderAndRigify.html). Since you need to ignore the def bones that act as roll bones, why can’t I just delete them from the rig? Why would I need them in the skeleton at all?
I’m not sure what you mean by “ignore the def bones.”
If the guide you’re referring to is “Using Blender and Rigify” from the Unity docs, in step 6. of “Skinning the Rig to the Model” bones are deleted that could be called “roll bones” but they are deleted, not ignored.
In general, I would recommend to stay as far away from that tutorial as possible. It recommends deleting the bone shapes (“widget bones”), removing the intermediate bones (which are used to avoid the candy wrapper effect) without merging their weights (“vertex weight mix” modifier) and omits important changes (i.e. re-parenting the lower/upper arm bones), all of which aren’t really good ideas, imho.
[QUOTE="It recommends deleting the bone shapes (“widget bones”), removing the intermediate bones (which are used to avoid the candy wrapper effect) without merging their weights (“vertex weight mix” modifier) and omits important changes (i.e. re-parenting the lower/upper arm bones), all of which aren’t really good ideas, imho.[/QUOTE]
Thanks for replying! sorry I did mean that guide. I’ve updated my question.
Are you saying that there is a way to keep the roll bones? There is an excellent series of Blender rigging tutorials (
) in which the author shares a great technique for weight painting roll bones, so I was pretty disappointed to read that we couldn’t use those bones in mecanim!
Do you know of any better guides? If not, do you mind telling me how you would prepare a rigify rig for mecanim?
Having researched this for couple weeks now for a project I’d generally recommend: Don’t use Rigify for Unity. Save yourself from breaking your brain. If you still ABSOLUTELY must use rigify then the solution I got closest to working was: Create separate Armature with matching bone hierarchy to Mecanim. Match this to the Rigify DEF Bones using transform copy, location copy, and dampen track bone modifiers. Skin your character to this rig. Basically you’ll have the controls of rigify (IK/FK switching, pelvis etc) driving the armature you’ll end up exporting. You won’t have the controls for curving limbs (for smears etc) but I don’t know if that is possible with non-customized mecanim anyhow.
(I contacted the creator of rigify too asking about this. His advice was using the ORG bones for skinning and export instead of the DEF ones. Apparently the ORG bones have proper hierarchy (Compared to DEF which don’t) but by my experience they still didn’t appear hierarchically in Unity. Also couple scripts/Plugins I found seemed to use this method but either it is broken for the latest version of rigify or I just gave up before I figured out how it works.)
What I personally would recommend is: https://blendermarket.com/products/auto-rig-pro
The only automatic rigging add-on I could find with no pain export into Unity/UE4. It is bit expensive if you aren’t making money out of your project but… shrug
Other than that your only option is probably just rigging yourself.
Hope this will be helpful (instead of just depressing)