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ue5-mixamo:mixamo-control-rig [2026/04/08 11:51] Staff |
ue5-mixamo:mixamo-control-rig [2026/04/08 12:40] (current) Staff |
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| The IK / FK mode for the arms and legs can be changed from the //Anim Details// panel for the // | The IK / FK mode for the arms and legs can be changed from the //Anim Details// panel for the // | ||
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| + | ==== Finger Controls ==== | ||
| + | The rig includes individual FK controls for each finger bone as well as a proxy controls for finger curl. These controls are dynamically created to match the number of fingers and finger bones in the character skeleton. | ||
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| + | ==== Reverse Foot Controls ==== | ||
| + | The rig includes a standard reverse foot setup with a roll control at the ankle as well as individual tip and heel controls. | ||
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| ===== Known Issues ===== | ===== Known Issues ===== | ||
| + | ==== Converting a Control Rig track to layered in the sequencer breaks the rig ==== | ||
| + | Due to a bug in UE 5.5 and 5.6, using the //Convert To Layered// option on a control rig track is likely to cause problems with the rig. | ||
| + | {{ : | ||
| + | //Note: In 5.7 this issue is fixed, however if the sequence contains other characters with control rig tracks, any animation on those tracks will likely be broken.// | ||
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| + | **Workaround: | ||
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| + | ==== Finger Proxy Controls not working in layered mode ==== | ||
| + | When the control rig is in layered mode, the proxy controls for finger curl do not work. This same issue is present on the Epic Mannequin control rig included in the Third Person Template, so it could be a bug or limitation with the way the controls are driven through the backwards solve when used in layered mode with an animation. | ||
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| + | **Workaround: | ||
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| + | ==== Lines to the IK pole targets not drawn in layered mode ==== | ||
| + | The Draw Line node doesn' | ||
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| + | **Workaround: | ||