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Convert to Rigify
DAZ characters can also be rerigged with the popular Rigify add-on by Nathan Vegdahl and others. Links to documentation about Rigify in general:
First we must make sure that the Rigify add-on is enabled. It is bundled with Blender and is found in the Rigging category.
Press Convert To Rigify.
After a short time the rig is converted to Rigify.
- Auto Align Hand/Foot: Auto align hand and foot (Rigify parameter).
- Delete MetaRig: Delete intermediate rig after Rigify.
- IK Fix: Add limits to IK bones, to prevent poor bending.
- Separate IK Toes: Create separate IK toe controls for better IK/FK snapping.
- Finger IK: Generate IK controls for fingers. Finger morphs will be removed.
- Tongue IK: Generate IK controls for tongue. Tongue morphs will be removed.
- Keep DAZ Rig: Keep existing armature and meshes in a new collection.
- Custom Layers: Display layers for face and custom bones. Not for Rigify legacy.
- Recalc Roll: Recalculate the roll angles of the thigh and shin bones, so they are aligned with the global Z axis. For Genesis 1,2, and 3 characters.
Runtime controls for Rigify are found in the Item tab in the UI panel to the right of the viewport. The Rig Main Properties panel depends on the active bone.
Here are the properties for the hip,
for the arms,
and for the legs.
Facial bones and rig properties are copied to the Rigify rig, so face units, expressions and visemes continue to work, including the extra layer of tweak bones.
The face bones are found on the Face (detail) layer (bone layer 2) in the rigified armature.
The gaze bones are the same as the MHX rig gaze bone. They are controlled by the Gaze properties in the DAZ Rigify Properties panel.
The two last buttons in the Finishing section splits the Rigify button into two steps: Create Metarig and Rigify MetaRig. Having access to the metarig can be useful for tweaking it before the rigify step.
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