I’ve downloaded control rig example project from this github page. There are 2 control rig assets (simple & complex) + example Genesis 8.1 character. With example character, control rigs work just fine.
I migrated control rig assets to my Unreal Engine 5 project and selected my own, just imported Genesis 8.1 character with DazToUnreal plugin.
However, when I change the preview mesh in control rig, the mesh is deformed like in the picture below:
I don’t know much about the DazToUnreal plugin specifically, but I’ve run into similar results to these when using characters rigged with Rigify in Blender with the Control Rig. This seems to happen (for me, at least) because the Control Rig does not account for twist bones for its IK chains. The forearm and upper arm, for example, are made up of several small bones rather than just one big bone, and the IK solver manipulates every one of them in the chain, turning it into limb spaghetti.
There should be options to select bones to ignore in the IK solver. If so, just tell it to ignore the twist bones. If there is no option for that, then you may have to break the limbs down into one-bone IK chains. It’s a dumb workaround, I know, but it’s the only way I was ever able to use the IK rig for retargeting my Blender characters!
If those are not options for you, maybe consider locking rotation on the twist bones? It’s never gotten to the point where I needed to do that, but it may be worth looking into if all else fails!
Ianu_Gor, thanks for reply. But I finally found the solution.
I started to messing up with control rig nodes (I am quite new to this topic) and noticed that changing primary axis & secondary axis values in Basic IK node are making difference. This tutorial helped me a lot (with subtitles) to understand the meaning behind it.
At first I started updating the control rig nodes but it turned out there is more things going wrong with my imported character so I compared skeleton with reference skeleton in project I linked in my previous post.
The problem was that bones on arms and legs were not oriented along the axis like on the picture below it is -x for forearm (for thighs it should be +y).
Instead all gizmos were oriented in such a way that they were pointing perpendicular to the ground. This could be fixed by updating all primary/secondary axis accordingly, but I found that there is an option in DazToUnreal plugin settings to fix bone orientations I had unchecked.