Course Overview
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.
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Course curriculum
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Initial Character Blueprint setup
207 Xem trước -
Initial Animation Blueprint setup
180 Xem trước -
Creating the ControlRig class
203 -
Make ControlRig DO something
381 -
Create an array of FootNames
273 Xem trước -
WorldSpace vs RigSpace explanation
182 -
Save the default foot transforms to a new array
432 Xem trước -
Visualize the foot transforms with DrawTransform
277 -
FullBodyIK node explanation
162 -
Add one leg into the solver
261 Xem trước -
Add the rest of the legs into the solver
183 -
SAVE FIRST! Collapse to a function
129 -
Convert World transform to Rigspace transforms into the solver
197 -
Explanation of how we will calculate the velocity
203 -
Create the CalculateVelocity function
129 -
Calculate how far the character has moved in the world
309 -
Calculate how far the character moves per second and draw it
327 -
Smooth the calculated velocity
162 -
Add comments to the calculate velocity function
196 -
Cycle explanation
86 -
Creating the CalculateCycle function
263 -
Test our cycle with a print node
90 -
Creating the MoveFeetTransforms function
252 -
Creating a FootLocked array of booleans
155 -
Is the foot locked or unlocked logic
123 -
Create the Swing Percent and unlock condition
281 -
Unlocked logic and lock condition
147 -
Include and test the MoveFeetTransforms function
160 -
Making the unlocked foot snap back to the default pose position
244 -
Creating the foot timing offset array
272 -
Creating the PerFootCycle array
392 -
Using the PerFootCycle instead of Master Cycle
237 -
A basic interpolation for the swing phase
253 -
Creating the foot prediction function
267 -
Projecting the landing spot forward in the direction of velocity
246 -
Scale the prediction time based on how long until the foot lands
529 -
Change cycle speed based on the characters movement speed
325 -
Creating the stride length variable, and calculating the cycle time in seconds
658 -
Save the foot lift-off spot to a WorldLockedFootTransforms array
327 -
Accurate interpolation between the lift-off to the landing spot, based on cycle
289 -
Make the legs lift in an arc using a custom curve
423 -
Make the lift height based on the movement speed
378 -
Overview of the plan for foot traces
157 -
A basic trace for every landing spot
235 -
Random body motions and general improvements
882 -
More advanced traces explanation and testing on a landscape
396 -
Implementing more advanced traces
698
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Using controls to move the character
470 -
FullBodyIK settings, and interpolating control targets
269 -
Value Over Time to delay movements
117 -
BasicIK node instead of FullBodyIK, when, where, how
193 -
Finding the Primary and Secondary axis
472 -
Automatically compute the pole vector
186 -
Make a bone point in a specific direction
426 -
Aim more bones at a target with various weighting and interpolation settings
590 -
Randomize the target point
357 -
Simulate character breathing with chest scale
772 -
Combine with an idle animation and create a character class
537 -
Make the character target a position in the actual game level
311 -
Creating functions that can be used in any other ControlRig
163 -
Create the RotateAroundPoint function, to rotate in RigSpace
593 -
Incorporate the translation change when rotating around a point
307 -
Create a function to rotate a single bone in place, in RigSpace
386
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The challenge, the goal, and the starting point
352 -
Saving the accumulated rotation
400 -
Negate any rotation of the character to keep the same world rotation
136 -
Make the spine always look in the correct direction
317 -
Adding the solver and starting a rotation timer
447 -
Compensate for pieces of the total rotation offset
233 -
Applying the calculations to see the result on the character
803 -
Offset the rotation timing of each foot
514 -
Searching for issues and the next steps to improve
74 -
Problem solving
585 -
Weight shift towards the grounded leg
442 -
Make the movement more natural and bouncy
209 -
Bug fixing, finalizing, and looking to the future
905
Requirment
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No Unreal Engine skills or animation skills are required. This course takes you through every step, starting very slowly and gradually increasing in complexity until you fully master ControlRig for procedural and dynamic animations.
Outcomes
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Learn the fundamentals of ControlRig for Unreal Engine 5
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Create a procedural walk animation system
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Create a procedural turn-in-place animation system
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Learn various techniques to add dynamic motion to your character animations
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Master ControlRig functions, variables and logic, and how to incorporate it into your project
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Learn problem solving and debugging
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Learn how to turn your idea from a concept into a working system
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Gain an expert understanding of ControlRig's capabilities for use in your single & multiplayer games, videos and animations, UEFN projects and more
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