The only thing you have to export is the Metarig and the mesh. The mesh is animated with the Rig but deformed with the Metarig.
The NLA non-linear animation editor can override it if you bake the Rig animations on different actions of the Metarig (Slave of the Rig).
En viernes, 4 de octubre de 2019 18:42:21 CEST, Blender Foundation CERTIFIED TRAINER via Blender Artists Community [email protected] escribió:
DavidRivera
Blender Foundation CERTIFIED TRAINER
October 4
Hello. I was looking around for better exporting methods between the default Riggify armature and found out these 2 links:
[GitHub](https://github.com/trynyty/Rigify_DeformBones)
trynyty/Rigify_DeformBones
Rigify script for changing deformation bones to make it compatible with Unity Mecanim - trynyty/Rigify_DeformBones
https://www.youtube.com/embed/8IsXfiMMyLM
from this 2015 thread
So far I understand the layer of the metarig bones converted to a riggify complete rig are the ones to be “exported”. At the time of exporting should I just select the mesh and the bones generated from the metarig, and select “export selected only” to .FBX?
OR…
Should I just save a clean .blend file like the Unity manual and some posts mention, since Unity will pick up .blend files normally?