unreal-control-rig-ik

Diagnose and implement IK retargeting, Control Rig, and animation baking workflows in Unreal Engine 5.8.

Updated May 28, 2023
One-click install
npx skills add https://github.com/steveulrich/ProjectB --skill unreal-control-rig-ik-steveulrich
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unreal-control-rig-ik
Source: https://github.com/steveulrich/ProjectB/tree/main/.cursor/skills/unreal-control-rig-ik
Command: npx skills add https://github.com/steveulrich/ProjectB --skill unreal-control-rig-ik-steveulrich

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Retargeting animation between skeletons in Unreal Engine 5.8 often produces broken results—floating characters, backward knees, foot sliding, doubled root motion, or poses that work in preview but fail at runtime. This Skill provides a stage-by-stage diagnostic and implementation methodology for IK Rig, IK Retargeter, Control Rig, Full Body IK, runtime retargeting, and animation baking so defects are isolated at the exact stage where they originate. ## Core Features & Use Cases - System selection and routing: Choose between IK Retargeter export, Retarget Pose From Mesh, Full Body IK, focused IK nodes, Control Rig, or FK Control Rig based on whether the job is transfer, procedural correction, or authoring. - Symptom-first diagnostics: An isolation ladder and symptom table map defects like limb contortion, pelvis drift, foot sliding, and hand/weapon offsets to the first stage to inspect, from chain maps and retarget poses through the operation stack to runtime component order. - Setup and hard rules: Enforces correct retarget roots, chain mapping, dedicated retarget poses, operation stack ordering, Speed Planting prerequisites, and runtime tick/LOD requirements. - Use Case: A character retargeted from a marketplace skeleton floats above the ground and its feet slide. Use this Skill to verify retarget roots and ground alignment, fix the pelvis operation and root height, then apply Speed Planting only after the base transfer is correct. ## Quick Start Use the unreal-control-rig-ik skill to diagnose why my retargeted character's knees bend backward and feet slide in Unreal Engine 5.8.

Frequently Asked Questions about unreal-control-rig-ik

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I retarget animation between skeletons in Unreal Engine 5.8?▼

Create one IK Rig for the source and one for the target skeleton, set a retarget root on each (normally the pelvis for bipeds), define matching chains, then build an IK Retargeter asset and verify the chain mapping manually. Align a dedicated retarget pose before exporting any sequences.

IK Retargeter vs Retarget Pose From Mesh: which should I use?▼

Use IK Retargeter export when offline baked sequences are sufficient and simpler. Use Retarget Pose From Mesh when the target must follow a live source mesh at runtime, accepting per-frame cost and extra requirements like component parenting and Always Tick Pose on hidden sources.

Why does my retargeted character float or sink in Unreal Engine?▼

Floating or sinking usually comes from retarget pose ground alignment, the Pelvis Motion operation, root height settings, or mesh scale. Confirm both retarget roots and pelvis transfer first, then choose root height intentionally before adding floor constraints.

Why do knees or elbows bend backward after retargeting?▼

Backward bending typically indicates a retarget pose with wrong bend direction or missing preferred angles. Align the dedicated retarget pose limb by limb, then configure Preferred Angles in Full Body IK and verify goal transform spaces before adding stiffness.

Why does the IK Retargeter preview work but the export or runtime pose is wrong?▼

Preview-only settings like Ignore Root Lock in Preview do not define export behavior; check export root-lock settings separately. At runtime, verify component parenting, source mesh tick options, node order, Retarget Profiles, and LOD bone stripping.

When should I not use Speed Planting to fix foot sliding?▼

Do not use Speed Planting when the real fault is a wrong chain map, retarget pose, pelvis, root, or speed mismatch. It requires functioning IK goals on leg chains and source foot-speed curves, and only works correctly after the base motion already matches.