Hi, I received a Blender Rigify character to be imported into Unity. I found a pretty detailed Blender+Rigify page in the Unity docs and tried to follow it. It's quite complicated and a little messy. I tried a few variations with some partial success. I didn't see any specific equivalent training on CGCookie with a quick look. I guess this issue is faced quite often? Maybe someone (on either Blender or Unity side) has better/simpler methods? [Specifically concerned with rig, not so much animation]
That would actually make for a good article. I think we've run into a number of issues in the past trying to get Blender rigs to work with Unity properly so it would be a good idea for us to show you all what we ran into and how you can properly setup different types of rigs to work with Unity from Blender.
Thanks jgonzalez . Looking forward to it.
I did a "brute force" technique which seemed to work well. Long and tedious, but straightforward and easy to understand.
A. Massively clean up armature
1. Keep "master", "root", all "DEF-*" bones. Delete all other bones.
2. Delete a few extra floating "DEF-*" bones not part of skeleton.
3. For all DEF-* bones, check and fix parenting to get the skeleton tree.
4. For all DEF-* bones, check and fix "Connected". Some of them look connected but aren't.
5. Merge to remove a few unwanted divisions in spine, leg, arm bone chains.
B. Re-skin
For each skin mesh,
1. Delete all vertex groups.
2. Re-parent mesh to clean armature, automatic weights.
3. In Weight Paint, delete all the unnecessary vertex groups.
NOTE: For fingers, keep the hand and last 3 finger bones only.
4. In Weight Paint, select each valid vertex group and verify/update the weights.
Export FBX Armature/Mesh and import into Unity. Seems clean without lots of extra noise.
Select Humanoid rig and automatically create avatar.
[If you survive, give yourself a treat.]
I hope to save the "clean" armature in a safe place to use again on other characters.
My "cleaned-up" Rigify worked some, but had serious issues.
A simple rig generated by MakeHuman 1.1.1 seemed to work pretty well right out of the box, even using Raw Mocap clips.
I guess I'll try to avoid Rigify for now.
So...
It shouldn't be that hard to write a Python script to generate the exact set of parts desired, and save a lot of excess manual labor.
Any news about this? Im eager to learn a good workflow on exporting from rigify to mecanim
I actually found MakeHuman to be much easier to work with. Use “game engine” armature, set to T-pose, export as FBX.