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RigifyToUnity

Converts Rigify rig to Humanoid compatible

Installation:

  • Download this repo as zip archive
  • In Blender Open Edit tab -> Preferences... -> Add-ons -> Instal... -> choose the downloaded zip archive
  • You can find the Addon under Rigging category, there should be "Rigify to Unity" addon

Usage:

  1. Create Basic Human Rig
  2. Press "Generate Rig" from Rigify tab
  3. Make sure newly generated rig is selected (named just "rig")
  4. Press "Prepare rig for unity" from Rigify to Unity converter tab

⚠️ Do it before weight painting as some deform bones will be removed

  1. Do something cool!
  2. p.s. Check "Only Deform Bones" when exporting to exclude unnecessary bones from fbx

Before and after

Ritty cat rig

Use Prepare Ritty rig for Unity directly on an unconverted generated rig. Do not run the standard conversion first; the Ritty button runs the standard conversion and the Ritty-specific steps together.

The Ritty conversion adds the following behavior without introducing additional bone renames:

  • Rebuilds any DEF-tail, DEF-tail.001, ... bones as a numeric chain and parents the first available tail bone directly to root.
  • Rebuilds the DEF-ear.L and DEF-ear.R chains and parents their first bones to DEF-head (or the standard conversion's source head bone).
  • Parents DEF-belly.C to DEF-spine.002 and DEF-Breast.C to DEF-spine.003 when those custom body bones exist. Each DEF bone receives a Copy Transforms constraint targeting the same rig's matching ORG-* bone.
  • Removes DEF-pelvis.C after moving any child bones to DEF-spine. Transfer any DEF-pelvis.C mesh weights to DEF-spine before running the converter.
  • Keeps the original standard button available for non-Ritty rigs.

The converter changes and removes bones. Run it on an export copy of the generated Rigify rig if the original control rig must remain intact.

This script basicaly follows this tutorial
https://docs.unity3d.com/560/Documentation/Manual/BlenderAndRigify.html

Script inspired by legacy https://github.com/trynyty/Rigify_DeformBones

About

Converts Rigify rig to Humanoid + Ritty bone compatible

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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RigifyToUnity

Converts Rigify rig to Humanoid compatible

Installation:

  • Download this repo as zip archive
  • In Blender Open Edit tab -> Preferences... -> Add-ons -> Instal... -> choose the downloaded zip archive
  • You can find the Addon under Rigging category, there should be "Rigify to Unity" addon

Usage:

  1. Create Basic Human Rig
  2. Press "Generate Rig" from Rigify tab
  3. Make sure newly generated rig is selected (named just "rig")
  4. Press "Prepare rig for unity" from Rigify to Unity converter tab

⚠️ Do it before weight painting as some deform bones will be removed

  1. Do something cool!
  2. p.s. Check "Only Deform Bones" when exporting to exclude unnecessary bones from fbx

Before and after

Ritty cat rig

Use Prepare Ritty rig for Unity directly on an unconverted generated rig. Do not run the standard conversion first; the Ritty button runs the standard conversion and the Ritty-specific steps together.

The Ritty conversion adds the following behavior without introducing additional bone renames:

  • Rebuilds any DEF-tail, DEF-tail.001, ... bones as a numeric chain and parents the first available tail bone directly to root.
  • Rebuilds the DEF-ear.L and DEF-ear.R chains and parents their first bones to DEF-head (or the standard conversion's source head bone).
  • Parents DEF-belly.C to DEF-spine.002 and DEF-Breast.C to DEF-spine.003 when those custom body bones exist. Each DEF bone receives a Copy Transforms constraint targeting the same rig's matching ORG-* bone.
  • Removes DEF-pelvis.C after moving any child bones to DEF-spine. Transfer any DEF-pelvis.C mesh weights to DEF-spine before running the converter.
  • Keeps the original standard button available for non-Ritty rigs.

The converter changes and removes bones. Run it on an export copy of the generated Rigify rig if the original control rig must remain intact.

This script basicaly follows this tutorial
https://docs.unity3d.com/560/Documentation/Manual/BlenderAndRigify.html

Script inspired by legacy https://github.com/trynyty/Rigify_DeformBones

About

Converts Rigify rig to Humanoid + Ritty bone compatible

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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RigifyToUnity

Converts Rigify rig to Humanoid compatible

Installation:

  • Download this repo as zip archive
  • In Blender Open Edit tab -> Preferences... -> Add-ons -> Instal... -> choose the downloaded zip archive
  • You can find the Addon under Rigging category, there should be "Rigify to Unity" addon

Usage:

  1. Create Basic Human Rig
  2. Press "Generate Rig" from Rigify tab
  3. Make sure newly generated rig is selected (named just "rig")
  4. Press "Prepare rig for unity" from Rigify to Unity converter tab

⚠️ Do it before weight painting as some deform bones will be removed

  1. Do something cool!
  2. p.s. Check "Only Deform Bones" when exporting to exclude unnecessary bones from fbx

Before and after

Ritty cat rig

Use Prepare Ritty rig for Unity directly on an unconverted generated rig. Do not run the standard conversion first; the Ritty button runs the standard conversion and the Ritty-specific steps together.

The Ritty conversion adds the following behavior without introducing additional bone renames:

  • Rebuilds any DEF-tail, DEF-tail.001, ... bones as a numeric chain and parents the first available tail bone directly to root.
  • Rebuilds the DEF-ear.L and DEF-ear.R chains and parents their first bones to DEF-head (or the standard conversion's source head bone).
  • Parents DEF-belly.C to DEF-spine.002 and DEF-Breast.C to DEF-spine.003 when those custom body bones exist. Each DEF bone receives a Copy Transforms constraint targeting the same rig's matching ORG-* bone.
  • Removes DEF-pelvis.C after moving any child bones to DEF-spine. Transfer any DEF-pelvis.C mesh weights to DEF-spine before running the converter.
  • Keeps the original standard button available for non-Ritty rigs.

The converter changes and removes bones. Run it on an export copy of the generated Rigify rig if the original control rig must remain intact.

This script basicaly follows this tutorial
https://docs.unity3d.com/560/Documentation/Manual/BlenderAndRigify.html

Script inspired by legacy https://github.com/trynyty/Rigify_DeformBones

About

Converts Rigify rig to Humanoid + Ritty bone compatible

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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RigifyToUnity

Converts Rigify rig to Humanoid compatible

Installation:

  • Download this repo as zip archive
  • In Blender Open Edit tab -> Preferences... -> Add-ons -> Instal... -> choose the downloaded zip archive
  • You can find the Addon under Rigging category, there should be "Rigify to Unity" addon

Usage:

  1. Create Basic Human Rig
  2. Press "Generate Rig" from Rigify tab
  3. Make sure newly generated rig is selected (named just "rig")
  4. Press "Prepare rig for unity" from Rigify to Unity converter tab

⚠️ Do it before weight painting as some deform bones will be removed

  1. Do something cool!
  2. p.s. Check "Only Deform Bones" when exporting to exclude unnecessary bones from fbx

Before and after

Ritty cat rig

Use Prepare Ritty rig for Unity directly on an unconverted generated rig. Do not run the standard conversion first; the Ritty button runs the standard conversion and the Ritty-specific steps together.

The Ritty conversion adds the following behavior without introducing additional bone renames:

  • Rebuilds any DEF-tail, DEF-tail.001, ... bones as a numeric chain and parents the first available tail bone directly to root.
  • Rebuilds the DEF-ear.L and DEF-ear.R chains and parents their first bones to DEF-head (or the standard conversion's source head bone).
  • Parents DEF-belly.C to DEF-spine.002 and DEF-Breast.C to DEF-spine.003 when those custom body bones exist. Each DEF bone receives a Copy Transforms constraint targeting the same rig's matching ORG-* bone.
  • Removes DEF-pelvis.C after moving any child bones to DEF-spine. Transfer any DEF-pelvis.C mesh weights to DEF-spine before running the converter.
  • Keeps the original standard button available for non-Ritty rigs.

The converter changes and removes bones. Run it on an export copy of the generated Rigify rig if the original control rig must remain intact.

This script basicaly follows this tutorial
https://docs.unity3d.com/560/Documentation/Manual/BlenderAndRigify.html

Script inspired by legacy https://github.com/trynyty/Rigify_DeformBones

About

Converts Rigify rig to Humanoid + Ritty bone compatible

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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RigifyToUnity

Converts Rigify rig to Humanoid compatible

Installation:

  • Download this repo as zip archive
  • In Blender Open Edit tab -> Preferences... -> Add-ons -> Instal... -> choose the downloaded zip archive
  • You can find the Addon under Rigging category, there should be "Rigify to Unity" addon

Usage:

  1. Create Basic Human Rig
  2. Press "Generate Rig" from Rigify tab
  3. Make sure newly generated rig is selected (named just "rig")
  4. Press "Prepare rig for unity" from Rigify to Unity converter tab

⚠️ Do it before weight painting as some deform bones will be removed

  1. Do something cool!
  2. p.s. Check "Only Deform Bones" when exporting to exclude unnecessary bones from fbx

Before and after

Ritty cat rig

Use Prepare Ritty rig for Unity directly on an unconverted generated rig. Do not run the standard conversion first; the Ritty button runs the standard conversion and the Ritty-specific steps together.

The Ritty conversion adds the following behavior without introducing additional bone renames:

  • Rebuilds any DEF-tail, DEF-tail.001, ... bones as a numeric chain and parents the first available tail bone directly to root.
  • Rebuilds the DEF-ear.L and DEF-ear.R chains and parents their first bones to DEF-head (or the standard conversion's source head bone).
  • Parents DEF-belly.C to DEF-spine.002 and DEF-Breast.C to DEF-spine.003 when those custom body bones exist. Each DEF bone receives a Copy Transforms constraint targeting the same rig's matching ORG-* bone.
  • Removes DEF-pelvis.C after moving any child bones to DEF-spine. Transfer any DEF-pelvis.C mesh weights to DEF-spine before running the converter.
  • Keeps the original standard button available for non-Ritty rigs.

The converter changes and removes bones. Run it on an export copy of the generated Rigify rig if the original control rig must remain intact.

This script basicaly follows this tutorial
https://docs.unity3d.com/560/Documentation/Manual/BlenderAndRigify.html

Script inspired by legacy https://github.com/trynyty/Rigify_DeformBones

About

Converts Rigify rig to Humanoid + Ritty bone compatible

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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RigifyToUnity

Converts Rigify rig to Humanoid compatible

Installation:

  • Download this repo as zip archive
  • In Blender Open Edit tab -> Preferences... -> Add-ons -> Instal... -> choose the downloaded zip archive
  • You can find the Addon under Rigging category, there should be "Rigify to Unity" addon

Usage:

  1. Create Basic Human Rig
  2. Press "Generate Rig" from Rigify tab
  3. Make sure newly generated rig is selected (named just "rig")
  4. Press "Prepare rig for unity" from Rigify to Unity converter tab

⚠️ Do it before weight painting as some deform bones will be removed

  1. Do something cool!
  2. p.s. Check "Only Deform Bones" when exporting to exclude unnecessary bones from fbx

Before and after

Ritty cat rig

Use Prepare Ritty rig for Unity directly on an unconverted generated rig. Do not run the standard conversion first; the Ritty button runs the standard conversion and the Ritty-specific steps together.

The Ritty conversion adds the following behavior without introducing additional bone renames:

  • Rebuilds any DEF-tail, DEF-tail.001, ... bones as a numeric chain and parents the first available tail bone directly to root.
  • Rebuilds the DEF-ear.L and DEF-ear.R chains and parents their first bones to DEF-head (or the standard conversion's source head bone).
  • Parents DEF-belly.C to DEF-spine.002 and DEF-Breast.C to DEF-spine.003 when those custom body bones exist. Each DEF bone receives a Copy Transforms constraint targeting the same rig's matching ORG-* bone.
  • Removes DEF-pelvis.C after moving any child bones to DEF-spine. Transfer any DEF-pelvis.C mesh weights to DEF-spine before running the converter.
  • Keeps the original standard button available for non-Ritty rigs.

The converter changes and removes bones. Run it on an export copy of the generated Rigify rig if the original control rig must remain intact.

This script basicaly follows this tutorial
https://docs.unity3d.com/560/Documentation/Manual/BlenderAndRigify.html

Script inspired by legacy https://github.com/trynyty/Rigify_DeformBones

About

Converts Rigify rig to Humanoid + Ritty bone compatible

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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RigifyToUnity

Converts Rigify rig to Humanoid compatible

Installation:

  • Download this repo as zip archive
  • In Blender Open Edit tab -> Preferences... -> Add-ons -> Instal... -> choose the downloaded zip archive
  • You can find the Addon under Rigging category, there should be "Rigify to Unity" addon

Usage:

  1. Create Basic Human Rig
  2. Press "Generate Rig" from Rigify tab
  3. Make sure newly generated rig is selected (named just "rig")
  4. Press "Prepare rig for unity" from Rigify to Unity converter tab

⚠️ Do it before weight painting as some deform bones will be removed

  1. Do something cool!
  2. p.s. Check "Only Deform Bones" when exporting to exclude unnecessary bones from fbx

Before and after

Ritty cat rig

Use Prepare Ritty rig for Unity directly on an unconverted generated rig. Do not run the standard conversion first; the Ritty button runs the standard conversion and the Ritty-specific steps together.

The Ritty conversion adds the following behavior without introducing additional bone renames:

  • Rebuilds any DEF-tail, DEF-tail.001, ... bones as a numeric chain and parents the first available tail bone directly to root.
  • Rebuilds the DEF-ear.L and DEF-ear.R chains and parents their first bones to DEF-head (or the standard conversion's source head bone).
  • Parents DEF-belly.C to DEF-spine.002 and DEF-Breast.C to DEF-spine.003 when those custom body bones exist. Each DEF bone receives a Copy Transforms constraint targeting the same rig's matching ORG-* bone.
  • Removes DEF-pelvis.C after moving any child bones to DEF-spine. Transfer any DEF-pelvis.C mesh weights to DEF-spine before running the converter.
  • Keeps the original standard button available for non-Ritty rigs.

The converter changes and removes bones. Run it on an export copy of the generated Rigify rig if the original control rig must remain intact.

This script basicaly follows this tutorial
https://docs.unity3d.com/560/Documentation/Manual/BlenderAndRigify.html

Script inspired by legacy https://github.com/trynyty/Rigify_DeformBones

About

Converts Rigify rig to Humanoid + Ritty bone compatible

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RigifyToUnity

Converts Rigify rig to Humanoid compatible

Installation:

  • Download this repo as zip archive
  • In Blender Open Edit tab -> Preferences... -> Add-ons -> Instal... -> choose the downloaded zip archive
  • You can find the Addon under Rigging category, there should be "Rigify to Unity" addon

Usage:

  1. Create Basic Human Rig
  2. Press "Generate Rig" from Rigify tab
  3. Make sure newly generated rig is selected (named just "rig")
  4. Press "Prepare rig for unity" from Rigify to Unity converter tab

⚠️ Do it before weight painting as some deform bones will be removed

  1. Do something cool!
  2. p.s. Check "Only Deform Bones" when exporting to exclude unnecessary bones from fbx

Before and after

Ritty cat rig

Use Prepare Ritty rig for Unity directly on an unconverted generated rig. Do not run the standard conversion first; the Ritty button runs the standard conversion and the Ritty-specific steps together.

The Ritty conversion adds the following behavior without introducing additional bone renames:

  • Rebuilds any DEF-tail, DEF-tail.001, ... bones as a numeric chain and parents the first available tail bone directly to root.
  • Rebuilds the DEF-ear.L and DEF-ear.R chains and parents their first bones to DEF-head (or the standard conversion's source head bone).
  • Parents DEF-belly.C to DEF-spine.002 and DEF-Breast.C to DEF-spine.003 when those custom body bones exist. Each DEF bone receives a Copy Transforms constraint targeting the same rig's matching ORG-* bone.
  • Removes DEF-pelvis.C after moving any child bones to DEF-spine. Transfer any DEF-pelvis.C mesh weights to DEF-spine before running the converter.
  • Keeps the original standard button available for non-Ritty rigs.

The converter changes and removes bones. Run it on an export copy of the generated Rigify rig if the original control rig must remain intact.

This script basicaly follows this tutorial
https://docs.unity3d.com/560/Documentation/Manual/BlenderAndRigify.html

Script inspired by legacy https://github.com/trynyty/Rigify_DeformBones

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Converts Rigify rig to Humanoid + Ritty bone compatible

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