In this lesson, we went over the control rig in order to create dynamic character animations. This involved setting up skeletal meshes and exploring animation tools like inverse kinematics and spring constraints. Like most things in UE, the process is quite layered but offers a lot of flexibility in how you approach it. I found it interesting how the system blends technical rigging with creative control, letting you focus more on getting the movement right rather than wrestling with the tools.

I started with skeletal mesh setup – you can either get these from Quixel Bridge or make your own. What I found interesting was being able to convert static meshes into skeletal ones, which means you can animate pretty much anything.
Forward and Backward solving was particularly intriguing. I’m fairly familiar with forward solving from playing around in C4D, but backward solving, where bones control the controllers, is a novel approach that’s really useful for extracting animation data. The IK setup really surprised me with how natural it felt. In other programs, I often find myself fighting with IK chains to get them to behave properly, but here it just clicked. I could get limbs moving exactly how I wanted without that usual back-and-forth tweaking that eats up so much time.
Working with the IK chains turned out to be surprisingly straightforward. As I experimented with different movements, I found the system really intuitive – you can adjust limb positions and joint rotations without having to think too hard about the technical side of things.
The spring interpolation system was definitely the highlight for me though. I was testing it out with some simple animations and realized how perfect it would be for the “Burlap Friends” project. Getting those fluid, unsettling movements for the monsters would be much simpler with this setup. Instead of spending ages manually animating each frame, you can create natural-looking motion just by moving the main body. It works great for things like tentacles or tails – the kind of movement that would take ages to animate frame by frame.

The ability to rig complex models like dragons or octopuses shows how versatile the system is. Adding aim constraints for targeted movements (like making a head track an object) feels natural in the Unreal environment. This week gave me a good look at how Unreal handles animation. There’s still plenty to learn with the new terms and workflow, but I can see how it’ll be useful for creating responsive animations.