Animating with Control Rig

Start animating your Control rig using various tools and workflows.

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Once you have finished rigging your Control Rig, you can animate it in various ways, such as directly in Sequencer, or more procedurally with Animation Blueprints.

This document provides an overview of these animation methods, their tools, and features.

Prerequisites

Animating in Sequencer

A Control Rig can be interacted with and animated in Sequencer. You can either add a new Control Rig capable character to your sequence, or add the Control Rig to a currently existing character.

Begin animating a Control Rig by dragging the Control Rig Asset from the Content Browser into your level. This will open a new Sequencer, and add the Skeletal Mesh with Control Rig tracks to it.

animate control rig sequencer

If your Sequencer already contains a Skeletal Mesh Actor and you want to add a Control Rig to it, then click the Add (+) Track button on the Skeletal Mesh Track, and select Control Rig > Asset-Based Control Rig > Your Control Rig.

animate control rig sequencer

Expanding the Control Rig Track will reveal the list of controls that can be animated. Selecting a control here will also select it in the Viewport, and conversely selecting the control in the Viewport will select the Track.

control rig sequencer

Controls can be Keyframed similar to most objects in Sequencer. Additionally, pressing the S Key with a Control selected will create a Transform keyframe on the selected control at the current playhead time.

animate control rig sequencer

Animation Mode

Animation Editing Mode is a Mode in Unreal Engine that exposes new tools, panels, and editor behavior that assist your animation workflows.

animation mode

Visit the Animation Mode page for more information on this mode and tools it provides.

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Animation Mode

Enable Animation Mode to provide an animator-friendly workspace and tools in Unreal Engine.

Enable Animation Mode to provide an animator-friendly workspace and tools in Unreal Engine.

FK Control Rig

If you don't have a Control Rig asset, you can still edit the animation of a Skeletal Mesh in Sequencer by utilizing FK Control Rigs. These procedurally generated rigs will create controls for every bone on a Character, which enables quick editing of animation additively, or fixing animation errors in an imported Animation Sequence.

fk control rig

Visit the FK Control Rig page for more information on using FK Control Rigs for your animation.

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FK Control Rig

Quickly edit animation without needing Control Rig Assets using FK Control Rig.

Quickly edit animation without needing Control Rig Assets using FK Control Rig.

Animating in Animation Blueprints

Animation Blueprint logic can also drive Control Rig controls and variables using the Control Rig node.

control rig animation blueprints

Visit the Control Rig in Animation Blueprints page for more information on using Control Rigs in Animation Blueprints.

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Control Rig in Animation Blueprints

Procedurally affect your Control Rig by using it in Animation Blueprints.

Procedurally affect your Control Rig by using it in Animation Blueprints.

Space Switching

You can temporarily change the parent hierarchy of controls, which provides a way to change the spatial coordinates of controls. Using Space Switching, you can detach controls from parents, parent them to other controls, or place them in world space.

control rig reparent space switch

Visit the Space Switching page for more information on how to space switch your controls.

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Space Switching

Dynamically re-parent your Controls when animating with Control Rig.

Dynamically re-parent your Controls when animating with Control Rig.