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rigify-to-unity's Issues

Not working for hands, Limb Segments set other than 2 or custom Bones

The addon only works for Rigs that are generated from the default Basic Human Metarig.

  • If the Meta-Rig had bones for hands, the fingers are not parented to the DEF-Hand Bone nor a DEF-Palm Bone when exporting, but rather to ORG Bones

  • Some of the finger chains are split into unconnected Bones while others stay connected

  • If the Meta-Rig had Limb Segments set to 1 the Prepare for Unity Button will not show up at all

  • If the Meta-Rig had Limb Segments set to more than 2 the button is there in the generated Rig and will run, but the results are wrong. Example of a Rig which had 3 Limb Segments for arms and legs:
    image

  • Custom Bones also seem to be parented to ORG-Bones when exported

Fingers get ignored

Hi,
we have a problem that fingers from the rig are ignored in general. In the new generated rig all finger bones are gone.

We follow these naming conventions from the unity mecanim manual site.

Any steps we need to follow to prevent this?

"rubber" deformation in rigify rig

The removal of "unnecessary" bones causes false deformations of body parts.
Maybe not all bones should be deleted. Renaming is fine, so that the armature in Unity is correctly assigned as "humanoid".
Before:
grafik
After:
grafik

Not Showing The Addon Options

Why doesnt the blender 3.0 show the options of addon? There is no Rigify To Unity Converter. Please what can I do, I'm really loosing my mind with this.

Blender 3.4 warning for incorrect naming convention

With Blender 3.4 I noticed a warning in the console at launch complaining that "UnityMecanim_Panel does not contain _PT_ ..."

It looks like newer blender versions enforce a naming convention, and renaming the class to "UNITYMECHANIM_PT_Panel" seems to have resolved the issue for me.

Update ?

Hey ! Thanks for the implementation ! Very nice work. However, I had some troubles in Unity when exporting, in particular with the hierarchy. I wrote some further lines as a patch here.

Thanks !

No fingers nor Face?

I used this and then the rig in Unity has no fingers nor face bones?
How is anybody getting rigs into Unity without using Autocad products?
I use Blender for the switch because the fbxs vary so much as to make a direct import to Unity not working.
A lot of models were never meant to be imported to Unity but we still try.

Rubber Tweak value on arms and legs

When using the Prepare Rig for Unity Script on the generated Rigify Rig, the Rubber Tweak value for tweak bones in the middle of each arm and leg bone (e.g. upper_arm_tweak.L.001 and forearm_tweak.L.001 for the left arm) is automatically set to 1.
As a result the arms and legs bend when their respective child bones are rotated, due to the DEF bones being turned into Bendy Bones (or the bendy part being activated on these bones).

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