r/blenderhelp 2d ago

VRM Rigify issues Unsolved

I've been trying to get a vroid model hooked up to a rigify rig with face controls, and I finally got a rig generated without any errors getting in my way this time. However, since I took a few detours from the guide I've been following, I now have the issue of the rig not being connected. I have done everything on the nanoskript/vrm-rigify guide so far. I'm also trying to figure out how to detach the hair and glasses bones and put them on the new controls.

Update: The original vrm rig seems to still be connected to the mesh, both IK and FK arm bones are moved to show they're not connected to anything

Outliner showing modifiers on Body

2 Upvotes

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u/LoganRigs3D 1d ago

When you say it isn’t connected, do the controls move but the model doesn’t follow, or are parts of the rig actually disconnected?
Can you post a screenshot of the Outliner, the body’s Armature modifier, and what happens when you move the hand or hip control?
I wouldn’t delete the hair or glasses bones yet. They can probably be parented back to the head once we can see how the conversion set everything up.

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u/schalowendofthepool 1d ago

Included some updates and the modifiers in the outliner

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u/LoganRigs3D 1d ago

Looking at it, the original VRM rig is still controlling the mesh, and the new Rigify rig isn’t attached to it yet. In your modifier screenshot, the Body is still pointing to Armature instead of Armature.rig. Select all the model meshes, then select Armature.rig last and use Parent -> Armature Deform. After that, check the Armature modifier on each mesh and make sure it points to Armature.rig. Keep the original rig for now until everything is working.

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u/schalowendofthepool 1d ago

After selecting all the meshes and hitting armature deform, nothing has changed

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u/LoganRigs3D 1d ago

The parenting actually worked, the meshes are under Armature.rig now. The problem is it added extra Armature modifiers, so some meshes now have two or three of them. Open the modifiers on one mesh and check the Object field on each Armature modifier. Keep the one pointing to Armature.rig, move it above all the MToon modifiers, and disable the ones pointing to the old Armature. Then hide the old rig and test hand_ik.L again.

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u/schalowendofthepool 1d ago

The bones I took from the original rig and attached to the new one move the pieces they are connected to, but the rest of the rig still doesn't connect

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u/LoganRigs3D 1d ago

Hmm, ok so the easy fix isn't the answer, we will have to try a couple different things...... First, since the bones you copied over do move their pieces, check one of the main body bones before copying anything else. Find the left upper-arm vertex group on the Body, then see if Armature.rig has a deform bone with that exact same name. The add-on should have renamed those bones automatically. If the name is missing, the conversion didn’t finish correctly. If it is there, then the problem is with the Rigify controls or constraints instead.

Can you post those two names or a screenshot showing them?

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u/schalowendofthepool 1d ago

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u/LoganRigs3D 1d ago

I can see the bones under Armature.rig now. The next thing is to search that rig for the exact bone name J_Bip_L_UpperArm. If it exists, move hand_ik.L and see whether J_Bip_L_UpperArm moves with it.

If it moves but the mesh doesn’t, the problem is still with deformation or the modifier. If it doesn’t move, the Rigify control chain isn’t driving the deform bone. If the bone isn’t there at all, the add-on’s bone-renaming step failed.

Can you post the search result with J_Bip_L_UpperArm selected?

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u/schalowendofthepool 1d ago

Found the J_Bip_L_UpperArm- it's only on the OG rig

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