I cannot get enough of playing with UE5 control rig. If somebody doesn't know, the control rig is a new feature in Unreal Engine that allows you to build a control rig to any skeletal mesh you import into the engine.
I have built at least a dozen different creatures and animals using control rig and it never takes more than a max of 30 minutes to have a working full-body IK rig. It is much simpler to create rigs with a control rig than for example with a blender's armature system. UE5 control rig is extremely dynamic and fully supports everything from simple FK to Full-Body IK similar to what CC3 has with humans. The main difference is that the control rig allows using full-body IK in any bone hierarchy and on top of that it's very easy to create separate levers and sliders to control specific things, such as eye movement or grip intensity (ex. for robot arms).
Control rig has dozens upon dozens of different "nodes" that allow you to use all sorts of accumulators, lerps, springs and curves to control how the values change over time.
When animation is done with the control rig, it can be baked into normal animation. It would be an enormous step if Reallusion came up with a similar kind of solution. It would allow anyone to rig anything dynamically and we would not be bound to only human-shaped characters. I mainly use CC3 to animate humans but with any other rig and Control Rig takes the cake easily. If CC4 incorporated system similar to control rig, everything could be done in there.
Edited
2 Years Ago by
ojala.juha