vblanco
(vblanco)
March 31, 2014, 3:02pm
14
:///forum/showthread.php?330894-Unreal-Engine-4-is-open-source-%28sort-of%29-for-19-per-month&p=2607474&viewfull=1#post2607474
In this blender forum i explain how to modify rigify script to give game ready rigs. Optimized hierarchy with 75 bones, its a very easy change, you dont really need to know coding to change like 3 letters in a script.
orry, people i tried to get rigify working on 2.7, but it gave me errors. Anyway, ill give you what I did to get game ready rigs with it:
in Generate.py under the rigify folder in addons folder.
At line 320, you will find this:
Every bone that has a name starting with “DEF-” make deforming. All the
others make non-deforming.
for bone in bones:
if obj.data.bones[bone].name.startswith(DEF_PREFIX):
obj.data.bones[bone].use_deform = True
else:
obj.data.bones[bone].use_deform = False
what that does, is making each bone wich has the DEF prefix, be a deform bone. the modification you should do, is change that DEF_PREFIX with ORG_PREFIX , that way it will make the original copy of the bones(metarig) be the one that deforms. Then, when you export, you check the Export Only Deform Bones option, and only the org_something bones will export, wich create a nice rig.
problems: all bones are org_something as their name. I dont know enought of python and blender API for bones to be able to remove those prefixes while keeping the bones synced, so the IK and that works fine.
Not the best solution, bot works very nicely, if you dont mind the “org_” prefix in all your bones.
This thing makes it so the exported rig exports with NO helpers, and only the most basic rig possible, wich is the same as the original bones you use for the generator, but you still get all the fancy IK/FK and rig tools