Riggify 2.81 to Unity 2019

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?