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Unless you know where to look, this is not exactly beginner friendly as it's not obvious how to customize a metarig or where the settings even are. A number of Rigify properties are split between edit and pose mode as well as bone and armature properties. See More
Due to how a Rigify rig is built, the deformation bones are not all parented together as a single hierarchy which is what game engines such as Unity and Unreal are designed to work with. You need to create a duplicate of the bones and constrain them to the ones manipulated by the created Rigify rig before using it for such applications. See More
While you can create biped and quadruped rigs, you're limited to what features you get. For example, in Blender 2.79 you can only add neck and tail through the super_spine rig type and not through a seperate one. This can cause an undesirable setup in a metarig with tails for example. See More
If you want to extend the number of rig types, you MUST know Python scripting in order to do so. While there are some options to generate Python code for what Rigify calls Samples (preset set of bones for a specific rig type), adding a rig type itself is not so simple. See More
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