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Showing posts from April, 2025

A brief intrruduction to my ControlRig_LookAt implementation.

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A brief intrruduction to my ControlRig_LookAt implementation . There are total 7 controls. bool  EnableLookAt   and Vector3D  LookAtTarget . ELookAtHelper_TorsoOverwrite  EnableLookAt_Torso   and Vector3D  LookAtTarget_Torso . ELookAtHelper_Overwrite  EnableLookAt_Eye   and Vector3D  LookAtTarget_Eye . bool CapLookAtZ . When  EnableLookAt   == true, it rotates pelvis, spines, neck, head and eye bones. When  EnableLookAt_Torso   == Overwrites, you get to rotate pelvis & spines seperately. When  EnableLookAt_Torso   == Disable, rotates nothing below neck bone. When  EnableLookAt_Eye   == Overwrites, you get to rotate eyes seperately. CapLookAtZ == true, the system will 1.  prevent from happening if the target is too close or right in your face. and 2. prevent from happening if our target is right below your feet. Also, to prevent cross-eyed...

UE5 ControlRig issue - LevelSequencer

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Say, you have a Character. You asigned a AnimationBP to it. Inside the ABP, you have some AnimGraphNodes to switch between animation, ControlRig to manipulate bones, etc, etc. In Game, during runtime, you get to make the character "LookAt" wherever you want it to look. And one day, cutscene guy comes to me, "Animation doesn't switch, facial blending doesn't run, etc, etc, everything seems to be broken one I track the CR_LookAt". What? So I investigated. It seems, Unreal Engine will replace whatever you've assigned to SkeletalMeshComponent.AnimClass, to something called ControlRigLayerInstance. k..... of course you are going to lose everything!!! Talking to Epic. I brought the issue to Epic in 2023/08/09 and I don't think there's a solution yet (as of 2025/04/11), so the only viable workaround would be "baking". Remember to Bake before you start using ControlRig, kids! But sometimes, you need to bake multiple times cus you have different...