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Lesson 348 of 8805. Animation and Character RiggingFree lesson

Integrating Control Rig with Animation Blueprints

Execute Control Rig logic at runtime within an Animation Blueprint to blend procedural adjustments with pre-baked animation sequences.

In this lesson, you will learn how to bridge your pre-baked animation sequences with live, procedural adjustments by embedding a Control Rig directly into your Animation Blueprint.

Why Combine Them?

While pre-baked animations (like a walk cycle) provide natural movement, they often struggle with situational changes, such as a character’s hand needing to stay attached to a specific prop or feet needing to perfectly align with uneven stairs. By integrating a Control Rig into your Animation Blueprint, you can use the skeletal mesh's runtime state to "tweak" your animations dynamically before the final frame is rendered.

The Control Rig Node

The integration happens inside your Animation Blueprint's AnimGraph. After you have set up your base pose—perhaps a Play node running your locomotion animation—you place a Control Rig node immediately following it.

This node acts as a container for your rig logic. When you select your Control Rig asset within the node, the AnimGraph creates an input pin for your "Input Pose." The flow looks like this:

  1. Source Pose: Your standard animation playback.
  2. Control Rig Node: The pose is fed into the rig. Inside, your logic (like an IK chain or a procedural constraint) modifies the transforms of the bones.
  3. Result: The modified pose is sent to the component for rendering.

Setting Parameters

To make this work dynamically, you must expose variables within your Control Rig. For example, if you want your character to look at a target, create a Vector input variable in your Rig. In your Animation Blueprint, you can then bind this to your character's LookAtTarget variable using the Expose to Library or Detail Properties panel.

// Logic flow inside AnimGraph
Play Animation (Walk) -> Control Rig (IK Adjustment) -> Output Pose

By passing your gameplay variables (like terrain height or target positions) into the Control Rig node at runtime, you ensure that your character feels responsive to the game world without losing the high-fidelity quality of your hand-crafted animations.

Key Takeaway: The Control Rig node in your AnimGraph acts as a real-time procedural layer, allowing you to manipulate bone transforms on top of your base animation sequence to solve complex spatial challenges.