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So this guide https://docs.unity3d.com/Manual/BlenderAndRigify.html says to delete the WGT bones.

I'm guessing these are bones that were used to create the control polys for the rig... so why are these left laying around overcrowding my view tree instead of being deleted when the rig is done being generated?

Is there a way to easily remove the (100 some odd?) WGT bones all at once?

Magic Marbles
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4 Answers4

2

They are left there so you can change the size/position of the controllers after the rigify rig is generated.

Sometimes, the controls result too small/big or inside the mesh and need adjusting. You use the WGT objects in layer 20, edit mode to do that.

mauricio777
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  • Select them by name in Object Mode Menu:Select / Select pattern,
  • Type WGT*
  • Delete the selected objects with X.
  • Open a text region and paste this script and press the run script button:

import bpy

scene = bpy.context.scene
for o in bpy.data.objects:
    print(o.name)
    if o.name.startswith('WGT'):
        o.select = True
        scene.objects.unlink(o)
stacker
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0

There is a less complicated way to remove WTG. Right click each one and select delete. Simply highlighting and hitting delete does not work.

0
import bpy
scene = bpy.context.scene
bpy.ops.object.select_all(action='DESELECT')
for o in bpy.data.objects:
    print(o.name)
    if o.name.startswith('WGT'):
        o.select_set(True)
        bpy.data.objects.remove(o, do_unlink=True)