Manny skeleton IK vs. FK trying to understand the skeleton setup

I am trying to understand the UE5 manny skeleton setup. Here are some questions:
The control rig of manny produces the deformation shown in the picture below:


The skeleton asset produces the deformation shown in the picture below:

Questions:

  • Why don’t the corrective bones set up in the “ABP_manny_PostProcess” work with the IK system?

  • Why most bones (see picture below) have default states Location and Rotations other than 0.

  • Are the corrective bones and Pose Drivers working with ragdolls?

I think more documentation on how to set up Pose Drivers is needed.
Thanks!
D

in the new project templates, just because Epic wanted to overcomplicate things, there are multiple meshes which have different bones being used.

My guess is that your control rig thing is using the low-detail mesh, and the skeleton preview is set to use the better looking mesh.

other than that, I don’t bother with control rig animations in engine. Export to a DCC where you can actually work…

That’s exactly what I am trying to figure out. If we set “corrective bones” in a DCC, with custom scales and transforms, beyond simple parenting, then importing that skeleton to the engine will not perform those operations. Am I wrong?

What do you mean by Byond simple parenting?
Are you talking about adding parts to a rig that prevent motion on a certain direction etc?

In all cases, does it really matter?

In the end you export and use a baked animation in engine, not a rig. So whatever bone positions you animated based on whatever rig you built will always be in the final file.

You may some times have to switch the skelton retargeting settings because unreal always has runtime retargeting on, and therefore will ignore animation translations.
And that is probably what you are looking for in terms of adjusting the elbow joint with a bone… those specific bones would have to be appropriately set to Animation Scaled for things to work…