Rigify generates a control rig from a metarig, but most of the work sits either side of that button: positioning metarig bones onto an existing skeleton, fixing bone rolls, matching vertex groups to the new DEF- bones, clearing duplicate shapes afterwards. Rigi-All is a set of macros over those steps. It does not replace Rigify — it requires it.
What It Does
- Initialize Rig turns an existing armature into Rigify chains, with Extend to Child and bone roll adjustment for the parts that need hand correction
- Make Leg positions the heel bone automatically instead of leaving you to place it by eye
- Detects which side a limb is on rather than asking you to pick, so a mirrored pair converts in one action
- Clean-up tools: de-duplicate bone shapes across one armature or the whole file, remove unassigned vertex groups, remove unused bones, fuse armatures
- Finalization tools move meshes from the old armature to the new one and re-parent extra bones from ORG- to DEF-
- Two routes to vertex group compatibility: prepend DEF- to existing groups, or strip DEF- from bone names
- Make Bones Renderable and a visibility switch helper for the miscellaneous rigging chores
Good To Know
- Free and open source under GPL-3.0-or-later, by hisanimations — source, docs and issue tracker on GitHub
- Version 1.6.0, Blender 4.2 LTS and newer, 151 KB, no special permissions requested
- 38,600+ downloads on Blender Extensions, rated 5.0 from 3 reviews — the download count runs far ahead of the feedback, so there is less community-tested ground than the number suggests
- Rigify must be enabled first. It ships with Blender but is off by default, and nothing here works without it
- Rigify rigs expect merged armatures for meshes to deform correctly, which is why the vertex group workarounds exist at all. The developer marks the bone-renaming route as not recommended, because it breaks Rigify’s naming scheme
- Documentation lives in the GitHub repository, not in the add-on — expect a browser tab open the first time through
Where It Fits
This is for converting models that already have a rig — marketplace characters, client assets, anything skinned to a skeleton you did not build — into something animatable. That is where the cleanup tools earn their place. If you are starting from Rigify’s own metarig on a fresh character, you will use a fraction of it. It also assumes you know Rigify: it accelerates a process it does not teach, so the failures are hard to read otherwise.