Using Control Rig to adjust position of bones causes jittering, end position is incorrect.

I’m having issues setting up an animation control rig for this custom mech model. Whenever I try to change the position of a bone using a control, it’s super jittery and the position the bone ends up in doesn’t match the position of the control…


In the second image, I’m trying to move the hip down to the floor but it just ends up halfway in between the default position and the control’s position. It also jitters like there’s some other constraint trying to fight the movement, but I don’t know where that would be coming from. It acts the same no matter which axis I move it in, or if I try to move another bone the same way it behaves the same way.

The setup of the controls on the graph is dead simple, just getting the transform of the control in world space and applying it to the bone’s transform. I haven’t set up any IK in the control rig yet either.

EDIT: Forgot to mention, I’m using 5.3.2.

Nevermind, my controls were still parented to their corresponding bones in the rig hierarchy. Unparenting them and setting up a separate tree of just the controls fixed it. Oops!

UnrealEditor_2024-08-01_12-22-21

For anyone else with this issue: Make sure your hierarchy looks like this!

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