Modular control rig - Saving moves leg every time

I tried out the new modular control rig, but after adding the right foot control, every time I press save it moves.
I simply created a modular control rig, set Quinn as preview mesh, added the spine, legs and feet, pressed compile and then save.
Also happens with the other mannequins, creating a new rig didn’t help either.

Here’s a video of it
https://streamable.com/jojpo1

So what am I doing wrong ?

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I’m having this exact same issue, it’s so strange that it’s happening on the base manny skeleton but there’s no one talking about this problem. Did you find any fix for this?

Restless Leg Syndrome

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I’ve found a potentially hacky fix!

  1. Double click the Foot module in your rig’s “Module Assets” panel on the left side (the same one you drag and drop into your rig’s scene.) This will open up the Foot module’s code browser.
  2. From there Type “FWD Foot” in the function’s search bar and open it up.
  3. Disconnect the GetModuleItemMetadata from the RollControll node and compile/save

I don’t really like “just disconnect something” being the fix but no issue so far from this method.

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Seems like a bug somewhere but often when I exhibited this behaviour, it’s due to backward and forward ik/fk not being congruent solves. When you backward solve it’s most likely in FK bones to controls. From there you forward solve the controls back to the bones. When you have non congruent solves, the error accumulates. If you recompile it pops back and reinitializes. When the error is small you don’t notice it, but when you do it enough times it accumulates and you can see it.

If you goto Manny’s control rig and open it up and keep toggling the IK/FK switches back and forth enough times you’ll see it start to drift. In your case here it seems for some reason only happening on the right foot, but there does seem to be some round trip solve errors that are accumulating in the forward solve.

I’m also getting the same behavior here:
Foot rig hot fix https://youtu.be/TrqEOdQbX0E?feature=shared via @YouTube

That should be a new bug I think that was introduced in 5.5 that lies in the connector event of the module. What I don’t like about 5.5 is that the default view hides all the secondary connectors so even if there are improperly resolved connectors, you won’t see them until you toggle them on. The next time you open the window the preference are reset again.

I understand that it’s cleaner than 5.4 and less overwhelming, but false positives and hallucinations are more of an issue especially if this is not production ready. I like your fix rather than having people go into the modules to patch them proper.

Deep diving into the backwards solve modules for the user (marking the checkbox at (evaluate-I think?), yes, I saw that option from another user), kind of works.

In 5.4, the UI couldn’t properly target the module because it opened up a huge window (I’m using a wide monitor) and the user could not point or write. (Bugged).

That was fixed in 5.5.4 and seeing the modules listed, each with their socket made me think if the video solution I published would be a durable fix…

However, the backward solve will trigger every time the file is saved, the leg will move increasing the rotation.

This is all a recap of the buggy behavior just in case a developer sees this. Hopefully we’ll see this completely fixed in Unreal 6.

For the long list of secondary connectors running off the screen (like global_ctrl) , the workaround is to just to select the rig element key in your rig hiearchy and clicking the Use selected button to slot it in.

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