Baking control rig animations modifies the bones positions

Hi,

I’m using Unreal 5.5. There’s an issue with control rig where when I bake my carefully prepared animation, baking it to the skeleton changes the position of bones compared to control rig’s animation. It’s visibly different from the control rig anim. Sometimes it’s very subtle, other times there are significant changes.

Is this normal? Is there anything that can be done to at least improve it/make the difference less obvious?

Thanks!

Hey Tactile Visions,
Are you talking about a regular baking on FK Controls, or baking on your Control Rig? Do you end up in an Animation Sequence or you stay in the Sequencer?

Hi Stephane, love your videos! It’s an honor to have your first post here be in reply to my question :smiley:

I have a (modular) control rig animation and I use the “Bake animation sequence” function in sequencer with the default settings. I can then see that the animation is different after I open it as an asset or after I insert it in the sequence, replacing the control rig animation