Rigify_Convert_To_Rigify - Diffeomorphic/import_daz GitHub Wiki
Convert to Rigify
DAZ characters can also be rerigged with the popular Rigify add-on by Nathan Vegdahl and others. Links to documentation about Rigify in general:
First we must make sure that the Rigify add-on is enabled. It is bundled with Blender and is found in the Rigging category.

Press Convert To Rigify.

After a short time the rig is converted to Rigify.

- Auto Align Hand/Foot: Auto align hand and foot (Rigify parameter).
- Delete MetaRig: Delete intermediate rig after Rigify.
- IK Fix: Add limits to IK bones, to prevent poor bending.
- Separate IK Toes: Create separate IK toe controls for better IK/FK snapping.
- Finger IK: Generate IK controls for fingers. Finger morphs will be removed.
- Tongue IK: Generate IK controls for tongue. Tongue morphs will be removed.
- Keep DAZ Rig: Keep existing armature and meshes in a new collection.
- Custom Layers: Display layers for face and custom bones. Not for Rigify legacy.
- Recalc Roll: Recalculate the roll angles of the thigh and shin bones, so they are aligned with the global Z axis. For Genesis 1,2, and 3 characters.

Runtime controls for Rigify are found in the Item tab in the UI panel to the right of the viewport. The Rig Main Properties panel depends on the active bone.

Here are the properties for the hip,

for the arms,

and for the legs.
Facial bones and rig properties are copied to the Rigify rig, so face units, expressions and visemes continue to work, including the extra layer of tweak bones.

The face bones are found on the Face (detail) layer (bone layer 2) in the rigified armature.

The gaze bones are the same as the MHX rig gaze bone. They are controlled by the Gaze properties in the DAZ Rigify Properties panel.

The two last buttons in the Finishing section splits the Rigify button into two steps: Create Metarig and Rigify MetaRig. Having access to the metarig can be useful for tweaking it before the rigify step.
update. version 4.5. by Alessandro
In version 4.5 the rigify panel has been simplified and a new option "IK Poles" is added for IK.

IK Optimization:
- IK Pose: will change the daz rest pose to the standard rigify rest pose with bended limbs, this is the safe option to work with rigify as it requires bended limbs for ik to work fine.
- IK Poles: fixes the poles so they always align correctly, in most cases this allows to use rigify with the original daz rest pose, if you notice some instability then "IK Pose" is the safe way to go.
- IK Hint: gives IK a hint on the bending direction, this option uses the original daz rest pose same as "IK Poles", but doesn't work with poles so don't use the rigify poles to animate.
- IK None: does nothing, this is good if we import a pre-bended pose that is already exported as a rigify rest pose from daz studio, though generally using "IK Poles" doesn't harm and may fix these cases too.
Other options:
- Split Shin Vertex Group: adds a extra weightmap for the rigify shin to twist, note that this can't be exported back to daz, also of course the figure will not have the same deformations as daz studio this way.
- Delete Metarig: deletes the rigify metarig once the rigging is done.
- Keep DAZ Rig: this is useful for users who want to export back to daz, it keeps the original daz rig then rigify is used to drive it, this way we can be sure the animation in blender is the same exported to daz studio.
- Finger IK: adds IK controls to the fingers, note that this is not compatible with the daz body morphs, so you either use one or the others.
- Tongue Controls: choose between Winders and IK to control the tongue, note that these are not compatible with the daz body morphs.
- Shaft Controls: same as "Tongue Controls" but for bones named "shaft", this works automatically with the Meipe's Dicktator and Futalicious geografts from Renderotica, will also work with other bones we name "shaft" or "tail".
- Rotation Mode: we can choose the rotation mode for drivers. "Native Euler" will use the original daz mode thus jcms will work fine, but this may cause some popping in animation for extreme poses same as it happens in daz studio. To minimize popping we can choose "Auto Euler" instead, but this way jcms will not work the same as daz studio, so it's a tradeoff.
- Non-deform Extra Bones: we can add extra bones to the original daz rig and assign a rigify type to them, these bones will be converted to the metarig then rigified. This is useful for example if we want to add extra rigify bones to control hairs or skirts. In general it is always good to include all the daz bones to avoid missing references, then to add extra bones is intended for advanced rigify users.
ref. https://bitbucket.org/Diffeomorphic/import_daz/issues/2360/
ref. https://diffeomorphic.blogspot.com/2025/02/adding-extra-bones-to-rigify.html
update. version 5.0. by Alessandro
In version 5.0 the rigify panel has been simplified again, now there's a single option "rigify pose" for the ik optimization.
If "rigify pose" is enabled then the daz rest pose is changed to fit the rigify rest pose, so rigify works fine but the daz poses will not load and export properly.
If "rigify pose" is disabled then the daz rest pose is preserved, so the daz poses will load and export fine. In this case some fixes are added to rigify to make it work with the daz rest pose, this is practically the same as the old "ik poles" + "ik hint" options. This should work fine for most figures, if you experience any issue then "rigify pose" is the safe way to go.

There's also a "daz export preset" using the "keep daz rig" option without "rigify pose", this is the best way to load and save daz poses with rigify, we also need to disable all locks and limits. However, rigify will have issues loading daz poses and the user is expected to fix them by hand. On the other side exporting pose presets for daz studio works fine, because of the ik features in rigify the user will have to unlock the figure in daz studio to import the preset.
Known limitations to load a daz pose (not going to be fixed):
- Hip offset. There's an offset on the hip compared to the daz pose, so the figure doesn't place correctly on the scene, or relative to other figures.
- Head offset. There's an offset on the head rotation, depending on the pose.
- Elbows and knees offset. There's an offset on the elbow and knees rotation, depending on the pose, this can be fixed by moving the forearm rotation to the hand, same for the feet.
ref. https://bitbucket.org/Diffeomorphic/import_daz/issues/2578/