#Controlrig
Finally getting around to this one. So many good games, so little time. #controlrig #ue5 #ninjatheory #hellblade2
November 23, 2024 at 2:25 AM
Random thing, if you haven't experimented with using ControlRig to animate in-engine yet, highly recommended. That completely upended how I approach game animation uh, like forever? Absolutely incredible set of tools.
January 31, 2025 at 7:23 PM
November 25, 2024 at 9:53 PM
Break through. Spent large part of the week not having success getting Root Yaw Offset applied to the actual character without horrible contortions, but then it clicked yesterday. Quite a big difference with than without it!
#unrealengine5 #proceduralanimation #controlrig
June 23, 2025 at 12:51 AM
Gaits for Dinobird: Walking, Running, and Sprinting. This was refreshingly straight forward compared to RootYaw and Jumping, and it works pretty well with the other systems with no nasty surprises. A good week!
#unrealengine5 #controlrig #proceduralanimation #technicalanimation
July 11, 2025 at 10:07 PM
I built myself an animation rig in Unreal / ControlRig. I do all my animation in-engine now. You can link an animation timeline to a specific animation sequence asset, after which any changes you make in the timeline auto-export into the animation. Great for iterative approaches to animation.
March 12, 2025 at 9:56 PM
Character modelling and skinning in Blender. Rigging and animation done in Unreal, with ControlRig as the tool I used to build the rig.
January 1, 2025 at 3:45 PM
#GameDev #ControlRig #Rigging #Ue5 #Oc #DnD #Question I think it's a sphere trace issue. I don't know the short cut command to see the Sphere trace from CTRL rig in the viewport. I checked the Content Examples and don't know where they check the visibility debug setting
January 2, 2025 at 4:29 PM
Freeform Animation Rigging: Evolving the Animation Pipeline via @YouTube #RigTip #animTip #gamedev #Unity #controlrig @Foofinu style.

youtu.be/XjMKbElVNmg
November 25, 2024 at 9:42 PM
I'm finally developing a deep, abiding, painful understanding of what "rigging" as opposed to "skinning"

It's fun! ControlRig makes this shit so good, and animating in Unreal is going to be great!

But.

I will never type "skinning/rigging" like they're basically the same task, EVER, again.
July 18, 2024 at 12:54 AM
This is more the goal. Short legs, short stride, on a character who moves the same speed as any other class despite being half the size of everyone else, so patpatpatpatpatpatpat.

Tail motion (bit too much here) is from my custom ControlRig logic that auto-wiggles the tail as I animate. It's FANCY.
September 28, 2024 at 9:07 PM
The only one I'd point out is that ControlRig is still improving

For me I'm using StateTree and same there, but I think you're using SUSS instead for that so it's irrelevant

Btw you looked into the mobile renderer at all? Seems like that would suit you better?
April 20, 2025 at 3:57 PM
tfw controlrig
June 6, 2025 at 6:54 AM
This does literally have me sighing and gradually backing out of using Unreal as my animation tool / bidding goodbye to ControlRig, and simply learning Blender instead, as a prelude to the seemingly inevitable hop to Godot if/when the bullshit truly starts

Cus wow, that's a hell of a thing to state
June 5, 2025 at 9:30 PM
Yep! I built the rig in ControlRig.

Though if your skelly matches the unreal Manny you can use the anim rig they already built just ready to go for humanoid anim
March 20, 2025 at 7:54 PM
Dive deep into the advanced techniques of Control Rig, and let's elevate your skills to the next level! ENJOY guys 😃
youtu.be/A8FPaVIXA5U?...

#controlrig #unrealengine5 #unrealengine @unrealengine.bsky.social #tutorial
November 19, 2024 at 5:47 AM
Found this neat tutorial for making custom control rig nodes. #UnrealEngine #ControlRig #C++
dev.epicgames.com/community/le...
Creating custom nodes for Control Rig | Knowledge base
Ever wanted to write your own nodes for Control Rig? This article covers the basics to help you get started.
dev.epicgames.com
March 8, 2025 at 7:09 PM
Honestly I bet it's dead easy to get it to 80% with a small data set, 90% with some ControlRig magic, and that the remaining 10% is where it gets Rough, because you have to get the body posture mid-transition to read with the appropriate exertion.

(but I'd nope out at 90% cus lol I ain't AAA hehe)
June 11, 2024 at 5:24 PM
Started implementing Jump Wed last week, figuring it was gonna be relatively easy and fast. I was wrong, so so wrong. But after three days of banging my head against the wall, the wall fell.

Now Murder bird can jump, jump, jump

#unrealengine5 #controlrig #proceduralanimation
July 8, 2025 at 1:42 AM
Mmmm, I mean I'd really recommend upgrading. No particular reason to stay on 5.1 usually, and the engine got a LOT more stable at 5.2 and 5.3.

and as was mentioned PCG is incredibly useful, ControlRig got some upgrades, etc.

Even if they mess up UE6, you'd still want to be up on the latest 5.x heh
November 3, 2024 at 8:57 PM
Honestly I've considered doing it, because SO LONG AS you've got an animation pool of the poses, it isn't that bad!

I think anyways.

I bet I could make a janky indie good enough take anyways, especially with ControlRig.
June 11, 2024 at 5:19 PM
November 4, 2025 at 2:54 PM
Testing out unreal Engines new 5.6 "Locomotor" plugin with some spider bots

#UnrealEngine #UE5 #gamedev #UnrealEngine5 #UE5 #ScreenshotSaturday #indiedev #indiegame #ALT14 #Controlrig
June 28, 2025 at 5:38 PM
I can’t seem to find any answers on this even on the discord.

Does anyone familiar with control rig know if it’s possible to attach a single control (not the whole rig and not setting a location) to another actor (during gameplay)?

#unrealengine #controlrig #ue5
February 22, 2025 at 11:11 PM