I have to be honest, I’m completely lost on how to approach rigging in Unreal Engine 5.
I’m an old-school 3DS Max guy, and I’m not animation focused (I’m more of an Environment guy) so to me Biped has always been my go to easy rig system. But I really want to upgrade to the Control Rig style of Unreal Engine 5 - but I’m honestly completely lost.
Part of the confusion right now is stemming from the fact that the character I’m working on is female, but in UE5, I noticed there are 2 types of Control Rig setups… CR_Mannequin_Procedural & CR_Mannequin_Body - most of the documentation is based on the original male Mannequin, so I’m very curious as to why the CR_Mannequin_Procedural blueprint is different, and why is it Procedural, and is the default UE5 female character now going the way of this ‘procedural’ style? And if so, what does this mean to creating a new character that aims to use this new system? Should I worry about this ‘Procedural’ rig? Or ignore it and go with the male rig; ‘CR_Mannequin_Body’? which seems to have more documentation?
Another concern of mine is that Epic is a Maya studio; so where does that leave us with good ol’ Max biped and Max bones? Should I just forgo that completely and focus on rigging in Unreal?
Again, I’m a bit lost between the amount of options here… 2 different Control Rigs in unreal, and a seemingly lack of documentation regarding a 3DS Max approach.
I want my new character to be compatible with Unreal first and foremost, especially with the already playable character, the mannequins, and in this case, the female one. Should I be focusing on CR_Mannequin_Procedural?
Honestly I’m pretty lost. Any tips, direction or ideas on this end would help me greatly.
Thank you.
