Can we add or remove bones to a metarig with rigify add on?

Can we add or remove bones to a metarig with rigify add on?

I’m adjusting a metarig (a skeleton) for a bipedal character mesh with the Rigify add-on. But I want to remove the metarig’s bones for the face and add some bones for the feet (my character has long floppy flippers).

Can you hide the head bone in rigify?

I suggest you hide the head bone, or “spine 06” in 2.79, box-select, delete and unhide. For the toes, add them as children of the “Toe” bones. For the extra functionality, you will want to:

Is it better to use rigify or tweak bones?

Rigify, in the meantime, can offer a much better result despite the fact the character is far from the standard t-pose. The culmination of generated IK, FK, tweak bones and arguably better automatic weights gives a lot more control over the model. Can’t exactly make any corrections by hand if anything messes up.

How can I add toes to my metarig?

For the toes, add them as children of the “Toe” bones. For the extra functionality, you will want to: In the Bone Properties Panel and find Rigify Type (bottom panel) you can choose limbs.simple_tentacle, limbs.super_finger or basic.copy_chain. In that same panel, choose the layer where you want the Tweak Bones to be.

Is the bone roll correct when rigging with rigify?

When rigging with rigify, most of the time bone roll will be correct, however on occasion if you have to adjust the metarig a lot, the rolls can get distorted. This is particularly common on the fingers as they have many segments and often require a bit of adjustment depending on the exact position that the hand is modeled.

How can I adjust the roll on my rigify finger?

Rolls can be adjusted with ctrl – R. For rigify fingers you should have the bone’s Z axis pointing in the direction you want the finger to curl when you scale the control bone down. There is no automatic way of setting this as it depends on the mesh.