Is this possible for rigging meshes in UE5?

I am wondering if this dynamic way of rigging can be possible in ue5 rather than using controlrigs.

You can even reroot your skeleton dynamically.

@Jeremiah3D Sorry to ping you. Would appreciate any insight you can give. Really appreciate your work on animation and rigging in ue5 :+1:

Do you think this can be a useful feature in ue5?

If Unreal builds a character editor to live on top of their mesh editor, they’d have to build something like that.

However, the “rigging” part means assigning blend weights to each vertex for each affecting bone, which has to be re-done when you add, remove, or move around bones. And, in general, the automatic methods are okay for getting something to start with, but don’t generate accurate final results.

If you don’t want to change weights, just “slice off limbs,” then perhaps that might be easier, though. And that feels like something that certain games would appreciate :wink:

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Thanks for the insight. The final results may not be as accurate but can be finetuned and smoothen after keyframing with this workflow.

This makes animation way faster and more convenient than using the standard control rig workflow.

Very cool. Much of this is possible using Control Rig and FBIK. Using Python, tools could be written to make the workflow as straightforward as shown in that video.

Take a look at the Dynamic Hierarchy section of this video: Control Rig Features at a Glance | Talks and demos

And the Construction Event features that went into 5.1: Procedural Rigging with Control Rig | Talks and demos

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Thanks for taking the time to respond. I know you must be very busy.
Yeah. If its more straightforward like the vid, I think it would make the lives of animators much more easier instead of dealing with a lot of technical stuff. Pls, I am praying you guys consider adding something like this. Also happy to know this is possible in Unreal engine. :slightly_smiling_face:

Also wanted to ask if it is possible to link the translation of a control rig to the rotation of another control rig? Say for example linking the translation of the X axis of the control rig of the body of a car to the rotation of the X axis of the control rigs of the tyres of a car such that whenever I move the control rig of the body of the car in the X axis, the tyres of the car rotates automatically?
Maybe also a way to set the rate of speed of rotation in relation to the translation too?

Also thanks for the links.