Pinned down the complete work flow with control rig. Create the pose and intended animation function in control rig itself, then send only the working point controls. Handle the control rig no differently than a bake animation in anim bp. Use the character bp to do the timing. It's very clean. My strategy is duplicated…
Worked on the project some more on certain small things. Got everything over to one pipeline for animation with control rig, Before I was using a less optimal pipeline but I fixed it. I'm using control rig and sin for everything. https://youtu.be/ClE8-A2-ank
got the animation system pinned down!!!!. Had to learn the control rig system. It's brilliant. The way I'm using it is by creating a new control rig per gameplay controller based animations. Instead of a new animation and or canned animation I just create a procedural animation with the control rig and link that into the…
hey, cool project. I dont quite understand what the benefit of control rig is exactly. I can understand that chopping a program out of the pipeline is usually good, but it looks like you do animations first by setting up a rather complicated rig in blueprint, and then you still basically keyframe the main poses, and have…
The reason why the control rig is so genius is because the advantage large studios have is lots of people working on small things all at once. Most the time in games it's about making sure the small things are done right. One major thing that is all about lots of small stuff is animation and most the time it's bulk of lots…
Added in more oscillation for more verity in the movements. I'm pushing for a more classic 2d looping look to everything. The whole world has to look like it's on a beat. Metal Slug is a good example of "the beat" look. The control rig allows a procedural method to programming the animation for the game. To make the…
Canned animations are best for cinematic, if even that. They are actually very hard to work with because it's all baked down. Code answers the small changes better than make changes then bake the animation down. Control rig may take a little bit of practice to learn but once it's figured out in the midst of everything it's…
it may not be much of a use right now. Simple use of control rig and the complete system. But what is important to know is there is no canned animations in it and it was all created in seconds and is 100% dynamic. Dynamic as in at any time any new animation is simply programmed in with new points and space and it works.…
test complete! Got a bit more time to work on it. I'm blending control rigs sooooo easily. No point to use canned animations. Procedural animation is DONE animation. Just need to add in the leg extension when unloading the attack. It is far better to animate using code than linear canned method. https://youtu.be/B-BHTWY4xUk