Learn how to rig a character using Modular Control Rig.
This is an intro to the Modular Control Rig editor and will show you the basics of building a character animation rig that will be ready for animating in Sequencer.
Look man, UE5 has a big problem and it’s that the amount of new features is gigantic and learning how to work w the engine before new features pour in is completely impossible. Now, there are few people who know how to work with e.g. control rigs, but if they can’t be pedagogical then all that effort is ■■■■■■out in the wind. U start the tutorial like everyone knows tf u talking about! Words matter, taking it slow matters. We ain’t all ue devs employed by Epic. Personally I really think you have done a ■■■■poor job at it because you just say “make a new bla bla” and don’t actually use the right names nor explain were to find it. This won’t help the community only checks off something off ur to-do list.
This is amazing; thank you! Rigging in UE has become the new frontier, and I’m super excited about what’s to come.
I may have run into a bug. This is probably caught already –
When mirroring a parent module (shoulder) with children (i.e. shoulder → arm → fingers), only the shoulder gets mirrored. I haven’t found a good way to mirror the child modules.
Doesn’t work for animals out of the box. This is still a massive point of frustration for me that you completely ignore quadruped characters in your animation pipeline. Try dropping that leg module on a dog, watch IK freak out.
Can we get a real dive into creating a proper module by ourselves ?
The reality from any game production is that nobody truly need to animate inside the engine. It’s not a need, never been and never will be despite your overarching goal of making unreal become an all around tool.
The real use case of Control rig has always been to expose and have additive proceduralism injected into a dymanic rigs. i.e. making slight procedural follow up movement and or enhanced motion based on player’s input. Now I salute the effort at making it “easier” for artist, but why does the solution needs to over complexifying the rest of the underlying system and add so much cluttered files and logic. The simple fact that modules require this level of executions just to fetch and create rig controller hierarchy is staggering by itself.
Diving into the Module creation system completely feels like only a few people in the world would know how to make one from scratch, mainly the unreal over-engineering team that made it. Structures matter, if i am to provide a tool for my artist to do it with a couple single clicks but it takes me 5 months to just figure out the system, well let’s disregard entirely this “module” approach.