The title says it all, I'll go through the manual process of creating an IK Asset, with chains and IK goals, and connecting that with the Mannequin Skeleton using IK Retargeter. Version Unreal 5.3.1
Hello! thanks for the video!) but IK Rig is needed purely for the Skeletal Mesh that receives animation? For Source Rig, it doesn’t matter whether there is an IK Rig or not.
Hello Kamila, maybe you can help me since you are a technichal animator, I tried to asked this at reddit and discord with no luck also looked at ue5's documentation and watch a lot of tutorials about control rig but still no luck, I made a rig for using it with Advanced Locomotion System, I think the skeleton of ALS is the same as the unreal engine mannequin. My problem is that there are bones called ik_hand_root, ik_hand_gun, ik_hand_r, ik_hand_l , as my rig is set up right now I don't do anything with those bones, the problem is that looking at the blueprints of the plugin it uses this bones to attach held objects to the character, and in the animations that came with the plugin these bones since to track the movement of the hands, so my question is, what are these bones ? How I set them up in control rig to track the hand movement correctly ? I tried also looking at the old control rig for ue4mannequin but these bones aren't set up there either.
Hello. I am not really sure I can help, but you should be looking at tutorials on how to create character for games. This is not about Control rig, from what I can understand. These bones are used in game characters to track the hands movements. If you get the third person template or Lyra project from Epic you can see how it works, it's all done via Blueprints. But I am also not familiar with this plugin, so can't really help much further.
@@kamilabianchi Thank you for the fast response! I've done the process before, but it looks so much cleaner and neater in 5.3.1 so I was just hoping MAYBE I missed something in 5.0.1 to do it with a generally improved UX :)
hey Kamila, great tutorial! I wanted to ask you, once you have the retargeted animation in UE, what would be the best workflow to send the fbx to maya and bake it on a (non HIK) control rig? I tried this process with advanced skeleton, but it's a bit clunky sometimes, I wonder if there's a better way!
I wish I could fully animate in UE too and don't have to resort to outside software, and yes technically you can do it now in UE, but the tools and ease of use compared to established software like maya is not there - yet : )@@kamilabianchi