Unreal – Control Rig and Animation
After completing the rigging process in Maya, I attempted to set up animations. However, I encountered a challenge where setting keys for one controller affected all controllers simultaneously. This issue made it inconvenient for me to animate, prompting me to reconsider my approach. Ultimately, I decided to rig the character in Unreal Engine, as I found that approach more suitable for my needs. During this transition, I searched for solutions to the problem, but unfortunately, I couldn’t find a satisfactory answer. It became apparent that Human IK, designed for motion capture data, might be a more appropriate solution.

In Unreal Engine, I had to establish rig data using joints created in Maya. This involved implementing controllers and configuring graphs to rig the character properly. I successfully completed this process by following a helpful tutorial. While I believe the Unreal Engine method doesn’t match the quality of skinning and rigging by Human IK in Maya, it allowed me to set keys separately for each controller.

With the rigging completed, I proceeded to create a simple animation for my cat. I animated a walking cycle while the cat looked around. As I’m not good at animating, so the result may not be perfect, but it works well I intended walking motion. With the preparations nearly finished, my next steps involve modeling and establishing the environment with buildings, rocks, and other elements.
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