UE to Rigify Panel
This section defines all the properties and operators depicted below in the ‘UE to Rigify’ panel in the 3D viewport.
Source
This object picker specifies which object is the ‘Source’ rig.
Template
This dropdown allows you to select a template or create a new one. New templates are stored within:
- windows: %TEMP%\ue2rigify\resources\rig_templates
- unix: /tmp/ue2rigify/resources/rig_templates
Mode
This dropdown allows you to select which mode you want to edit your rig template in. The ‘UE to Rigify’ modes are: ‘Source’, ‘Edit Metarig’, ‘FK to Source’, ‘Source to Deform’, and ‘Control’.
Overwrite Animation
If enabled, your control rig animation data will be overwritten by the animation data from your source rig.
Metarig
This dropdown gives you some metarig presets that you can use as starting points when creating your new metarig template.
Name
This property defines the name of your new rig template.
Save Metarig
This operator saves the state of your current metarig into the rig template file, and switches the mode back to ‘Source’ mode.
Save Nodes
This operator saves the state of your current node tree into the rig template file, and switches the mode back to ‘Source’ mode.
Convert
This operator switches the current mode to ‘Control’ mode, builds the Rigify rig, and constrains the ‘Source’ rig bones to it.
Revert
This operator switches the current mode to ‘Source’ mode, and restores the view to just the ‘Source’ rig.
Bake
This operator bakes the ‘Control’ rig actions to the ‘Source’ rig actions.
Bake every bone
If enabled, this will bake every bone on the source rig. If not enabled, it will only bake the source rig bones that are linked to the control rig's FK bones in the FK to Source template.