Blender Rigify or own rig for physical and facial animations ?

hey

I haven’t tried to do facial animation with rigify yet, but it’s on my list…
I too have found that I shouldn’t leave the eyes as org bones and move the deform to the mch

I highly recommend this script:
https://github.com/chichige-bobo/Ble…ifyToUnreal.py

it will strip the rigify rig from all the control bones and will create a new armature to export to unreal. it will also bake the rigify animations to this new rig.

it is customizable and works with pitchipoy too: for exmple you can tell which bones it should keep other than the base deform bones. I have edited this script to my needs, one thing for sure I removed the validate function otherwise it’s very strict: if the bone numbers are not exact for pitchipoy it migth not run at all… so I made a version which just asumes it’s a pitchipoy rig and runs always.

I’d also recommend this topic for tips, and there is also a useful script, though that’s not free.
https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1569172-uefy-script-make-blender-s-rigify-addon-compatible-for-unreal-engine-4