I’m very confused on what I am not doing correctly. In the tutorial series, when the guy hit “generate rig” on his custom alien model, all of the IK worked right away.
I tried using the straight up meta rig carefully putting everything in the right place, but the automatic weights I got were really bad. Animating in FK would be faster than fixing the automatic weights.
I’m also using 3.0 but I’m pretty sure the issue is my stupidity and not versioning.
Hello. The title of the post says “Rigify” so I’m not sure why you are providing a solution that does not involve rigify.
I ended up figuring out how to solve my problem with days of research into the rigify sample system.
What I ended up having to do was add a “Basic.Raw_Copy” tag to all of the bones that I needed to keep.
I then commenced the rigify rigging process and parented bones from the original armature onto the rigify ones. Once I generate the rigify rigs, I then need to find the bones that were copied from the raw_copy tag and then check “deform” for those bones.
Now the rigify rig does what it does and the original amature bones are parented to the rigify one, so I get IK/FK without having to do anything involving weights.
Rigify is strange and adds a DEF tag to the bones and vertex groups of anything that requires deformation. This is why solutions that involve “copying weights” don’t work. And it’s also why I specified “rigify” in the title of the post because I know that people were going to try to suggest stuff like this.