Hi, I'm (somewhat) educated in character rigging and animation, but coming from the animation/vfx world. When I see a game character rig, I'm just wondering why there are coming bones from the world origin? In animation (as far as I know), skeletons look basically similar to this: In games, they allways have those weird…
If you're able to transform a rig character globally, then it has some sort of "root"/parent. The root joint setup in the image you posted seems good to me. That's where I'd expect the global transform pivot to be. I do agree, the ik setup visual graphics in engine looks quite odd when seen for the first time (especially…
Heya - The UE4 (and to an extent UE5) setup is to be taken with a massive grain of salt. For instance, the pseudo "IK bones" (for ankles and wrists, with their very odd parenting) are mostly to be ignored because for a modern project, because an animation system needing IK (for instance for interaction with the world)…