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Control Rig for Unreal Engine 5

  • Development
  • May 09, 2025
SynopsisControl Rig for Unreal Engine 5, available at $54.99, has an...
Control Rig for Unreal Engine 5  No.1

Control Rig for Unreal Engine 5, available at $54.99, has an average rating of 4.69, with 80 lectures, based on 278 reviews, and has 2622 subscribers.

You will learn about Learn the fundamentals of ControlRig for Unreal Engine 5 Create a procedural walk animation system Create a procedural turn-in-place animation system Learn various techniques to add dynamic motion to your character animations Master ControlRig functions, variables and logic, and how to incorporate it into your project Learn problem solving and debugging Learn how to turn your idea from a concept into a working system Gain an expert understanding of ControlRigs capabilities for use in your single & multiplayer games, videos and animations, UEFN projects and more This course is ideal for individuals who are Game developers looking to add procedural animations to their project. or Animators who want to make their animations more dynamic and interactive. or Anyone who is curious about procedural techniques and the future of real-time animation It is particularly useful for Game developers looking to add procedural animations to their project. or Animators who want to make their animations more dynamic and interactive. or Anyone who is curious about procedural techniques and the future of real-time animation.

Enroll now: Control Rig for Unreal Engine 5

Summary

Title: Control Rig for Unreal Engine 5

Price: $54.99

Average Rating: 4.69

Number of Lectures: 80

Number of Published Lectures: 80

Number of Curriculum Items: 80

Number of Published Curriculum Objects: 80

Original Price: $29.99

Quality Status: approved

Status: Live

What You Will Learn

  • Learn the fundamentals of ControlRig for Unreal Engine 5
  • Create a procedural walk animation system
  • Create a procedural turn-in-place animation system
  • Learn various techniques to add dynamic motion to your character animations
  • Master ControlRig functions, variables and logic, and how to incorporate it into your project
  • Learn problem solving and debugging
  • Learn how to turn your idea from a concept into a working system
  • Gain an expert understanding of ControlRigs capabilities for use in your single & multiplayer games, videos and animations, UEFN projects and more
  • Who Should Attend

  • Game developers looking to add procedural animations to their project.
  • Animators who want to make their animations more dynamic and interactive.
  • Anyone who is curious about procedural techniques and the future of real-time animation
  • Target Audiences

  • Game developers looking to add procedural animations to their project.
  • Animators who want to make their animations more dynamic and interactive.
  • Anyone who is curious about procedural techniques and the future of real-time animation
  • In this course you will learn to use Control Rig in Unreal Engine 5, with a focus on creating procedural animation systems.

    This course is suitable for complete beginners, all the way through to professional animators and experienced game developers. It begins very slowly with detailed explanations and instructions to take you through creating procedural animation systems, which gives us a chance to explore and become familiar with various features of Control Rig.

    After creating a procedural walk system, we take a general look at some useful features of Control Rig, and experiment with systems that allow you to create characters that interact with the environment and move realistically.

    And finally we will create a procedural turn in place animation system, including troubleshooting, tweaking, and working through the logic step by step.

    The project file includes the completed versions of everything we create for Unreal Engine 5.2 and 5.3. This will be updated to include a 5.4 version when that version of the engine releases.

    The techniques and methods explored are suitable for single player and multiplayer projects. The techniques used within Control Rig are also suitable for UEFN. This applies to the fully procedural sections and the specific functionalities we explore inside of Control Rig (at the time of writing animBP access is not available in UEFN, preventing a combination with keyframed animation – but the majority of the concepts will still work).

    This information in this course is not available elsewhere, and is the result of many years of experimentation with Control Rig and procedural animation systems. My goal was to condense all of my experience with Control Rig into an easily digestible and understandable course, with explanations and diagrams at every step, so that you can learn a full mastery of how to use Control Rig for your own procedural and dynamic animations.

    I look forward to seeing you on the course, and for you to share your creations and ideas. I’m always available for a discussion of concepts/ideas/help with any project, even if your specific use-case isn’t covered directly in this course.

    Course Curriculum

    Chapter 1: Introduction

    Lecture 1: Introduction and overview

    Lecture 2: Basic tips & troubleshooting

    Chapter 2: Creating a Procedural Walk Cycle

    Lecture 1: Initial Character Blueprint setup

    Lecture 2: Initial Animation Blueprint setup

    Lecture 3: Creating the ControlRig class

    Lecture 4: Make ControlRig DO something

    Lecture 5: Create an array of FootNames

    Lecture 6: WorldSpace vs RigSpace explanation

    Lecture 7: Save the default foot transforms to a new array

    Lecture 8: Visualize the foot transforms with DrawTransform

    Lecture 9: FullBodyIK node explanation

    Lecture 10: Add one leg into the solver

    Lecture 11: Add the rest of the legs into the solver

    Lecture 12: SAVE FIRST! Collapse to a function

    Lecture 13: Convert World transform to Rigspace transforms into the solver

    Lecture 14: Explanation of how we will calculate the velocity

    Lecture 15: Create the CalculateVelocity function

    Lecture 16: Calculate how far the character has moved in the world

    Lecture 17: Calculate how far the character moves per second and draw it

    Lecture 18: Smooth the calculated velocity

    Lecture 19: Add comments to the calculate velocity function

    Lecture 20: Cycle explanation

    Lecture 21: Creating the CalculateCycle function

    Lecture 22: Test our cycle with a print node

    Lecture 23: Creating the MoveFeetTransforms function

    Lecture 24: Creating a FootLocked array of booleans

    Lecture 25: Is the foot locked or unlocked logic

    Lecture 26: Create the Swing Percent and unlock condition

    Lecture 27: Unlocked logic and lock condition

    Lecture 28: Include and test the MoveFeetTransforms function

    Lecture 29: Making the unlocked foot snap back to the default pose position

    Lecture 30: Creating the foot timing offset array

    Lecture 31: Creating the PerFootCycle array

    Lecture 32: Using the PerFootCycle instead of Master Cycle

    Lecture 33: A basic interpolation for the swing phase

    Lecture 34: Creating the foot prediction function

    Lecture 35: Projecting the landing spot forward in the direction of velocity

    Lecture 36: Scale the prediction time based on how long until the foot lands

    Lecture 37: Change cycle speed based on the characters movement speed

    Lecture 38: Creating the stride length variable, and calculating the cycle time in seconds

    Lecture 39: Save the foot lift-off spot to a WorldLockedFootTransforms array

    Lecture 40: Accurate interpolation between the lift-off to the landing spot, based on cycle

    Lecture 41: Make the legs lift in an arc using a custom curve

    Lecture 42: Make the lift height based on the movement speed

    Lecture 43: Overview of the plan for foot traces

    Lecture 44: A basic trace for every landing spot

    Lecture 45: Random body motions and general improvements

    Lecture 46: More advanced traces explanation and testing on a landscape

    Lecture 47: Implementing more advanced traces

    Chapter 3: Porting control rig to another character

    Lecture 1: Porting the procedural animation system to another character

    Lecture 2: Changing variables for the new character

    Chapter 4: Various ControlRig features and tips for procedural animation

    Lecture 1: Using controls to move the character

    Lecture 2: FullBodyIK settings, and interpolating control targets

    Lecture 3: Value Over Time to delay movements

    Lecture 4: BasicIK node instead of FullBodyIK, when, where, how

    Lecture 5: Finding the Primary and Secondary axis

    Lecture 6: Automatically compute the pole vector

    Lecture 7: Make a bone point in a specific direction

    Lecture 8: Aim more bones at a target with various weighting and interpolation settings

    Lecture 9: Randomize the target point

    Lecture 10: Simulate character breathing with chest scale

    Lecture 11: Combine with an idle animation and create a character class

    Lecture 12: Make the character target a position in the actual game level

    Lecture 13: Creating functions that can be used in any other ControlRig

    Lecture 14: Create the RotateAroundPoint function, to rotate in RigSpace

    Lecture 15: Incorporate the translation change when rotating around a point

    Lecture 16: Create a function to rotate a single bone in place, in RigSpace

    Chapter 5: Turn-in-place animation system

    Lecture 1: The challenge, the goal, and the starting point

    Lecture 2: Saving the accumulated rotation

    Lecture 3: Negate any rotation of the character to keep the same world rotation

    Lecture 4: Make the spine always look in the correct direction

    Lecture 5: Adding the solver and starting a rotation timer

    Lecture 6: Compensate for pieces of the total rotation offset

    Lecture 7: Applying the calculations to see the result on the character

    Lecture 8: Offset the rotation timing of each foot

    Lecture 9: Searching for issues and the next steps to improve

    Lecture 10: Problem solving

    Lecture 11: Weight shift towards the grounded leg

    Lecture 12: Make the movement more natural and bouncy

    Lecture 13: Bug fixing, finalizing, and looking to the future

    Instructors

  • Control Rig for Unreal Engine 5  No.2
    Lincoln Margison
    Game Developer
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