Extra Default Bone Groups from Rigify
Hi. So I know you can add your own custom bone groups. But in my workflow, I do this:
- i test a rigged character
- not satisfied. so I have to unparent it,
- and re-adjust and upgrade* and generate the rig
But now any custom bone groups I made are gone.
It'd be awesome if Rigify came with its own lip-bones group, eyelid bones group, eyebrow bones group, spine bone groups, etc. These would really speed up the animation process.
Even better, with the option to change these. Because sometimes I wanna select some spine-tweak bones and rotate around individual origins. But some of them move the pelvis forward/backward when you rotate them, which I don't want.
*Note: if you "upgrade" and then generate a metarig, then the custom bone groups disappear. If you use an already upgraded metarig, then they don't disappear. But I'd rather re-adjust a non-upgraded metarig, since it has less bones to adjust.
3 Comments
When I regenerate a rig, which includes custom bones I keep my custom bones and rigify puts the controls back on it. So something may be wrong with your process.
Can you describe how you do this step by step ? Like are you adding/removing or repositioning bones ? Are you changing your model ? Also how do you regenerate the rig: do you make a brand new one or regenerate from the same metarig as before ?
Depends when you have added them I guess. If you add the custom bikes after the generate rig, then they will be delete. So I guess one need to add them to the metarig. But how about the custom props then?
I'm testing this 2 years later in Blender 4.5 Lts: i tried adding custom bones to a metarig and then upgrading and generating it. But the custom bones completely disappear.
I then tried adding custom bones to the generated rig, and regenerating it from the same metarig, but those custom bones disappeared, too. I usually do this, or I recreate a new metarig, upgrade and generate a new rig.