Riggify 2.81 to Unity 2019

Reviewing the video I always keep the Metarig to generate the rig form zero, since if I remove any bone, it does not generate the rig again.

Metarig-MeshDeform is what I use to deform the mesh and export the model.

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?