I am experiencing Gimbal lock while animating a Control Rig in Sequencer.
- The Control Rig Root Controller value type is set to “Euler Transform.”

When I “rotate” the root controller of my my Control Rig, the rotations will start to spin in an unpredictable manner. I am not rotating the object more than 90 degrees between keyframes; the values are less than 90 degrees.
Is there a way to prevent Gimbal lock?
I don’t suppose you ever figured this out? I’ve been running into the same issue and I can’t seem to find any resolution. Thanks.
Adding another comment here to enroll myself into the queue of folks who’s seeking a solution to this problem.
Would appreciate any help w.r.t. this gimbal lock issue.
Adding my name to this request.
We can change the rotation order in the Control Rig Asset, but it doesn’t stick & has no effect on the actual controller when deployed in sequencer - it’s still keeps gimballing just the same.
Some of us have large libraries of characters to import that don’t follow Unreal’s default bone rotations ?
What is supposed to be the solution ?
Every DCC let’s you just pick a rotation order for the control.
So I think I can answer my own question here (I’m prepared to be corrected if I’m wrong). Control Rig in animation mode doesn’t support rotation orders. Notice how the animation details panel doesn’t have any settings for it.
So to solve gimbal lock on controls, you have to have the control oriented differently to the joint it’s controlling to avoid the gimbal lock, then you use a ‘project to new parent’ node in the forward solve, instead of a Get Transform.
This leaves you a problem in your Construction Event, however; you can’t use a Project to New Parent, because you actually want to move the control to the position of the joint, but you can’t use Get/ Set transform, because the joint & controller are rotated differently. So what you have to do is make a parent null for each controller in the chain, which is oriented exactly to the joint. You then Get/ Set that in the Construction Event, which leaves the controller exactly aligned with the joint but offset in it’s rotations to avoid gimbal lock.
Bit of a workaround, but it seems to work so far.