Control Rig¶
Procedural rigging system. Build IK solvers, secondary motion, dynamic pose modifications inside a node graph. Editor-first authoring + runtime evaluation.
Roles¶
| Role | Use |
|---|---|
| Animator-friendly rig | In-editor manipulators for posing in Sequencer |
| Runtime IK | Foot planting, hand-on-object, look-at |
| Retargeting | Convert animation between skeletons |
| Procedural FX | Dragon tail wagging, antenna swaying |
| Backwards solving | Inverse-control bipeds (Mannequin-style controls) |
Authoring¶
- Create a Control Rig Blueprint from a skeleton
- Open the Rig Hierarchy panel — add Controls (manipulators)
- In the Forward Solve graph, drive bones from controls
- In the Backwards Solve graph, derive controls from bones (for retargeting)
In AnimGraph¶
Drop a Control Rig node — feeds the current pose into the rig, lets it modify, outputs the modified pose. Use cases:
- Foot IK — trace down from foot bone, plant on geometry
- Aim look-at — orient head/spine toward a target
- Weapon hold — IK both hands onto a weapon socket
In Sequencer¶
Animators can pose the rig directly in Sequencer using controls. The Cinematic team uses Control Rig for hand-posed cinematics layered over mocap.
Modular Control Rig (5.4+)¶
A library of pre-built rig modules (Biped, Quadruped, Bird) you compose. Reduces authoring time for new characters.
IK Rig vs Control Rig¶
| Topic | IK Rig | Control Rig |
|---|---|---|
| Primary use | Retargeting | Procedural deformation |
| Authoring complexity | Lower | Higher |
| Runtime cost | Lower | Higher |
| Sequencer authoring | No | Yes |
Use IK Rig for retargeting between skeletons; Control Rig for procedural pose modification.
Performance¶
- Control Rig graph evaluation is per-instance — heavy rigs can dominate animation cost.
- Optimize with LOD Threshold on the AnimGraph node.
- Profile with
stat AnimationParallelEvaluation.
See also¶
- IK Rig (covered in AnimGraph context)
- UE — Control Rig