Problem with generating rig in rigify

hi, i’m trying to rig a human with rigify, i set up the armature positions for my mesh and hit generate rig and i get a rig thing generated but nothing seems to happen, i should get something that looks like this


but i do not see all those yellow lines around my model, any suggestions?
by the way, i apply all transforms to the mesh first and its fairly low poly
thanks

Try creating a new scene and start over.

Also what version of Blender?

As of 4.0 there are bone collections.

Also if for example you opened the model file and it was created before 4.0. And there was a rig in it already, loading the UI (on my default) will not load the bone collections panel.

And in any case check to make sure all bone collections are visible.

I’m sorry, can you explain that a bit further? You say you get a rig thing generated, but nothing happens?

First thing to do is check the console (Window → Toggle System Console) for error messages. When rigify errors, the small, barely noticeable notification area at the bottom of blender’s window will display an error message. More detailed information will be printed to the console.

Randy

It would help to see a screenshot of what you do see, not what you don’t. Also any error messages that might appear in the status bar.

thanks, i found the problem, when i added the armature i chose the human , not the basic human, because i want the fingers. but i don’t need the face bones so i deleted them, that cause the generate rig to fail but i didn’t notice. so i did the whole thing again without deleting any bones and its working.

so how would i remove the face bones without breaking everything?

i’m in blender 4.5.2 BTW, the latest, and i was watching this video

he adds an extra step to the older videos where so hides then hides all the bbinds in bone collection, is that really necessary?

Hi, this is what i do select all the face bones and the face bone inside the head bone and delete that should work:


As you can see no face bones:

Just hide the collection.

I remove the face bones after the generation is complete.

(The reason you cannot do it before generation, is because Rigify is a script that creates the result by looking for particular bones, and doing things with them. If you delete those bones, or do weird things with them - the script then fails, because it is looking for something it expects, that isn’t correct.)

After generation is complete, you can do whatever you like with the bones/controllers/etc that were created (you can still break things, but the rigify script is no longer being used.).

it works for me every time:


no head.blend (2.9 MB)

Maybe because you deleted the entire head (I’m just throwing out a guess.)

I deleted just a single bone in the face, and as expected got a generation error.

No just all the face bones deleted including the face bone inside the head.

Ah, I see.

I guess the script can deal with it when you start at a particular point of deletion?

Good to know. I had just gotten in the habit of delete after the fact as anything else had always given me troubles. I assume this would mean that the generation doesn’t create a bunch of weight groups for the face, that one will not need. So that’s nice.

Yes if you only delete few bones then that wouldn’t work also for a beginner that will not be able to identify all the face bones it will be safer to hide or delete afterwards.