Creating a Control rig For A Skeletal Mesh

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Note: we learned from this page: https://www.versluis.com/2024/03/creating-a-control-rig-from-scratch-in-unreal-engine/


A Control rig is a Design time control you create that you can interact with the bone
You are essential assigning this control and mapping it to a existing bone,
from there you can move this control as you would the bone


1. Foward Solve is setting the Bones Transform to the Control Rig Transform

2. Backward Solve is setting the Control location to the bone

UE needs a Backwards Solve to translate an animation into Control Rig information so we can adjust it.
-https://www.versluis.com/2024/03/creating-a-control-rig-from-scratch-in-unreal-engine/

you need the backward solve to bake the animation to control rig to have access to all the keyframes
-https://forums.unrealengine.com/t/cant-edit-animations-in-sequencer-because-cant-select-control-rig/756274


3. You won't use the skeletal mesh anymore but the control rig you created for it, you can drag this into the level or sequencer and use it as you would the skeletal mesh.


Bugs

If you reference the Control rig in your level, than you can't edit the control rig, if you can't edit the control rig delete all references to the control rig, and