Not sure if it's user error, but in 4.5.3 i've had issues with the "prepare rig for godot". I'm using the human 5 fingers godot rig. The naming scheme doesn't match the scheme mentioned above.
Are you using the lastest Rigodotify? There was a big change recently former versions of the plugin used a different final skeleton, but the past one (or two?) versions use a new naming scheme that makes it more compatible with Unreal and Unity and not just Godot.
So if you're using s former version than v2, youl'll likely see a different bone structure and names.
I believe it's the latest unless you've made changes since last friday. Maybe I somehow grabbed an older version than v2. Let me take a look. Side question - is the newer bone structure and naming different than the one you've posted in the description above?
The one in the description above is the lastest. But note, that is the name of the deform bones only. Not the control or other auxiliary bones that Rigify uses while in blender.
So when you export, with deform bones only, and import your model into Godot, you will see the bones listed above. But in blender, you will only see those bones if you really dig into the rig, because they're SUPER nested in their hierarchy, and even if you enable deform bones to be visible (because they are hidden in blender by default) the control bones are on top of them nearly exactly and will make them hard to click. So there is a little bit of "trust me they're there". Or just use the search bar in the scene viewer and type a bone name in question, you should see it pop up.
Are you getting any sort of errors at all when you hit the "prepare for Godot" button? if not, then it's likely everything is working correctly.
Itch.io version of the plugin is outdated. If I click "download now" at the top of the page, go straight to downloads, and select itch.io v2, it gives me a version with a python script that is only 300-some lines of code. While directly downloading from github gives me a script that is 500-some lines of code and aligns more with the description above.
OH MY GOD. Thank you so much for not giving up! I've correct the mistake!
Sheesh, i keep former versions as I work and did not realize that I had re-uploaded a former v1 version on Itch, even though the Github had the latest. This explains so many questions i've had from users lately. Thanks so much for getting to the bottom of it for me.
I've fixed it, it should be good now, and i'll be more careful in the future!
Noticed some differences in the zip file's name were giving some folks trouble. I've updated the github release's name to hopefully solve that for folks. It should just be named 'Rigodotify.zip', and should avoid any errors or headaches like that.
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Not sure if it's user error, but in 4.5.3 i've had issues with the "prepare rig for godot". I'm using the human 5 fingers godot rig. The naming scheme doesn't match the scheme mentioned above.
Are you using the lastest Rigodotify? There was a big change recently former versions of the plugin used a different final skeleton, but the past one (or two?) versions use a new naming scheme that makes it more compatible with Unreal and Unity and not just Godot.
So if you're using s former version than v2, youl'll likely see a different bone structure and names.
I believe it's the latest unless you've made changes since last friday. Maybe I somehow grabbed an older version than v2. Let me take a look.
Side question - is the newer bone structure and naming different than the one you've posted in the description above?
The one in the description above is the lastest. But note, that is the name of the deform bones only. Not the control or other auxiliary bones that Rigify uses while in blender.
So when you export, with deform bones only, and import your model into Godot, you will see the bones listed above. But in blender, you will only see those bones if you really dig into the rig, because they're SUPER nested in their hierarchy, and even if you enable deform bones to be visible (because they are hidden in blender by default) the control bones are on top of them nearly exactly and will make them hard to click. So there is a little bit of "trust me they're there". Or just use the search bar in the scene viewer and type a bone name in question, you should see it pop up.
Are you getting any sort of errors at all when you hit the "prepare for Godot" button? if not, then it's likely everything is working correctly.
Alright - figured it out.
Itch.io version of the plugin is outdated. If I click "download now" at the top of the page, go straight to downloads, and select itch.io v2, it gives me a version with a python script that is only 300-some lines of code. While directly downloading from github gives me a script that is 500-some lines of code and aligns more with the description above.
OH MY GOD. Thank you so much for not giving up! I've correct the mistake!
Sheesh, i keep former versions as I work and did not realize that I had re-uploaded a former v1 version on Itch, even though the Github had the latest. This explains so many questions i've had from users lately. Thanks so much for getting to the bottom of it for me.
I've fixed it, it should be good now, and i'll be more careful in the future!
Noticed some differences in the zip file's name were giving some folks trouble. I've updated the github release's name to hopefully solve that for folks. It should just be named 'Rigodotify.zip', and should avoid any errors or headaches like that.
Hi ! I'm still having trouble installing the plugin, getting the error "No module named "Rigodotify-2". I'm on Windows 11 and using Blender 4.5
Edit: the itchio zip file works perfectly, only the github release zip gives me the error.
That is like, exactly the issue i thought i solved on github the other day. Ugh. I'll go fight with it again.
Thank you!
blender 4.2 compatible?
Yup, exclusively works in 4 and up. Does not work on older pre-4 versions.
This plugging is excelent! Thanks!
Glad you dig it!
hey, this plugin is incredible! thank you.
So glad you dig it! I love it too. I don't know how i lived without it