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Mixamo to rigify
Mixamo to rigify











mixamo to rigify

Besides that, the rig lacks bones for the tail and toes. There are multiple weight paint related problems such as with the hips and the shoulders, ending up with a lot of stretching and nasty mesh deformations. Let's use a Gecko model from Fallout: New Vegas as an example. Rigify, on the other hand, can be used for rigging even the wildest of character designs. Anything beyond a simple human shape will not work. Want a pair of breast bones and a tail for your hot furry anthro gf? No chance, pal. Beyond the initial position of knees, elbows, head etc.You can only create a singular simple rig.I'm basing my knowledgly solely off of Mixamo, since that's what I'd had the pleasure of using (thanks to a tutorial on YT) The only big advantage is their animation library, but what's the point of those if you're going to animate the character yourself? However, they are frankly quite limited when it comes to what can be done with them if you're interested in more control over your character model. If you can afford a mocap retargeting addon, it's a godsend. You can import the character file to Blender and have a freshly generated rig to work with. Mixamo and other "generate rig to a model" services are fun to use, especially since they come with their own library of animations perfect for cheap dancing Shrek animations. Mixamo was never intended to be used for anything beyond mocap in the first place. Was a newbie, wanted to skip the time-consuming parts of creating a rig and weight painting it, looked for cheap alternatives to hard work. I'm stating this question because I genuinely asked myself this at some point during my first months with Blender.













Mixamo to rigify