
Blender Character Rigging
Character rigging in Blender 5.2 - Rigify metarig fit/generate, bone...
Install
npx skills add EL4CTEO/blender-skills --skill blender-character-rigging -g -a claude-code -y- Repository
- EL4CTEO/blender-skills651
- Category
- Testing
- Updated
- 5d ago
- License
- MIT
- Context cost
- Mediumabout 1,539 tokens
- Runs scripts
- Yes, review before use
What it does
Character rigging in Blender 5.2 - Rigify metarig fit/generate, bone naming/roll/collections, DEF/MCH/control layers, IK/FK, robust skinning (heat + proxy fallback), weight-painting rules, correctives, engine game skeletons (Unity, Unreal, Roblox R15), rig validation and deformation stress tests. Use for armature, skinning or weights tasks.
Character Rigging
The execution model is in blender-core. Faces and shape keys are in blender-facial-shapekeys, animation in blender-animation.
Pipeline (scripts chain; each returns JSON)
- Prepare the mesh: scale applied, facing -Y, feet at Z=0, centered on X=0, symmetric, in T- or A-pose (A-pose 30, 45° deforms shoulders better). Run
blender-asset-qafirst. - Metarig:
scripts/rigify_build.py -- --add basic_human --fit Body(humanadds a full face rig; for games use--no-face+ shape keys). - Place the joints (the fit only scales). Edit bones in X-ray against the mesh: joints sit at the pivot of rotation (inside the volume, not on the surface). The elbow and knee need a slight bend toward their natural direction (elbow back, knee forward) so the IK solves the right way. Symmetrize:
bpy.ops.armature.symmetrize(). Check withlook(shading="xray"). - Generate:
--metarig META_Body --generategivesRIG_Body(control rig: FK/IK, IK/FK snapping, tweak bones, bone collections). - Skin:
scripts/bind_mesh.py -- --armature RIG_Body --meshes Body. It uses heat weights, switches to the voxel-proxy transfer automatically when heat fails (non-manifold, kitbashed or AI meshes), then cleans to 4 influences and normalizes. - Stress test:
scripts/stress_poses.py -- --armature RIG_Body, thenlook(mode="frames", frames=[1,10,20,30,40,50]). Fix collapsing elbows, candy-wrapped forearms, a sunken shoulder or a hip crease (below). - Engine skeleton:
rigify_build.py -- --rig RIG_Body --game-skeletongivesGAME_RIG_Body=root+ DEF bones in a clean hierarchy, withDEF-stripped, constrained to the control rig and with the meshes re-targeted. Animate with the control rig, then bake to the game skeleton and export it (blender-animation→blender-export-pipelines). - Validate:
scripts/rig_check.py -- --armature GAME_RIG_Body --profile unity|unreal|roblox [--fix].


