Rigify can most likely offer the same quality, but with more manual work being necessary to reach that level. I'm certain the addon is worth the price tag. With DEF-f_index.01 you can at least tell it's a DEForm bone. One clear downside it has over Rigify in my opinion is the unintuitive bone naming conventions. I have seen and toyed around with some AutoRig Pro rigs and just like with Rigify, and AutoRig will break without the script to run most of its functions. That's definitely one advantage worth mentioning. Rigify doesn't have that, the process of adjusting the metarig remains manual. On surface level, AutoRig automates the process of generating a metarig kinda like Mixamo, but with more control over the final result. I can make some light comparisons, though, based on my small experience with it. I don't own the addon, nor do I understand it to such depth as Rigify, so I can't really go about comparing the two and state which one is objectively "the best". Get ready to become addicted to Rigifying every single mesh you have in your arsenal. Once you use a fully fleshed out Rigify rig, you'll never want to go back to the primitive ways of rotating each bone of the limb by hand. I'm also talking about rigs of models imported from Source Filmmaker, Unreal Engine, Garry's Mod etc. The rig from such sources has no Inverse Kinematics, no additional tweak bones, no custom shapes, is overall unprepared if you're looking for something animation-ready.Quick and efficient, not nearly as time consuming if you can wrap your head around it. With Rigify you can place all bones by hand, study and fix any issues by being able to return to the metarig at any point in time.You want to cut down the manual work as much as possible. While you could arguably fix stuff like the horrid wrist rotation in Blender, that's not exactly the point of automatic rigging. Can't exactly make any corrections by hand if anything messes up.The culmination of generated IK, FK, tweak bones and arguably better automatic weights gives a lot more control over the model. Rigify, in the meantime, can offer a much better result despite the fact the character is far from the standard t-pose. Besides that, the rig lacks bones for the tail and toes. There are multiple weight paint related problems such as with the hips and the shoulders, ending up with a lot of stretching and nasty mesh deformations. Let's use a Gecko model from Fallout: New Vegas as an example. Rigify, on the other hand, can be used for rigging even the wildest of character designs. Anything beyond a simple human shape will not work. Want a pair of breast bones and a tail for your hot furry anthro gf? No chance, pal. Beyond the initial position of knees, elbows, head etc.You can only create a singular simple rig.I'm basing my knowledgly solely off of Mixamo, since that's what I'd had the pleasure of using (thanks to a tutorial on YT) The only big advantage is their animation library, but what's the point of those if you're going to animate the character yourself? However, they are frankly quite limited when it comes to what can be done with them if you're interested in more control over your character model. If you can afford a mocap retargeting addon, it's a godsend. You can import the character file to Blender and have a freshly generated rig to work with. Mixamo and other "generate rig to a model" services are fun to use, especially since they come with their own library of animations perfect for cheap dancing Shrek animations. Mixamo was never intended to be used for anything beyond mocap in the first place. Was a newbie, wanted to skip the time-consuming parts of creating a rig and weight painting it, looked for cheap alternatives to hard work. I'm stating this question because I genuinely asked myself this at some point during my first months with Blender.
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