unreal-control-rig

Unreal Engine Control Rig skill for procedural animation, IK chains, and runtime rig modifications.

509 stars

Best use case

unreal-control-rig is best used when you need a repeatable AI agent workflow instead of a one-off prompt.

Unreal Engine Control Rig skill for procedural animation, IK chains, and runtime rig modifications.

Teams using unreal-control-rig should expect a more consistent output, faster repeated execution, less prompt rewriting.

When to use this skill

  • You want a reusable workflow that can be run more than once with consistent structure.

When not to use this skill

  • You only need a quick one-off answer and do not need a reusable workflow.
  • You cannot install or maintain the underlying files, dependencies, or repository context.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/unreal-control-rig/SKILL.md --create-dirs "https://raw.githubusercontent.com/a5c-ai/babysitter/main/library/specializations/game-development/skills/unreal-control-rig/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/unreal-control-rig/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How unreal-control-rig Compares

Feature / Agentunreal-control-rigStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

Unreal Engine Control Rig skill for procedural animation, IK chains, and runtime rig modifications.

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

# Unreal Control Rig Skill

Control Rig for procedural animation in Unreal Engine.

## Overview

This skill provides capabilities for implementing procedural animation using Unreal's Control Rig system.

## Capabilities

### Rig Development
- Create Control Rig blueprints
- Implement IK solvers
- Configure FK chains
- Handle rig hierarchies

### Procedural Animation
- Implement look-at systems
- Create foot IK
- Handle hand IK
- Manage aim offsets

### Runtime Modifications
- Modify bones at runtime
- Blend rig outputs
- Handle animation layers
- Manage rig performance

### Integration
- Connect with Animation BP
- Handle anim graph nodes
- Integrate with gameplay
- Support retargeting

## Prerequisites

- Unreal Engine 5.0+
- Control Rig plugin enabled

## Usage Patterns

### Foot IK Setup

```
1. Create Control Rig asset
2. Add foot controls
3. Implement two-bone IK
4. Handle ground detection
5. Apply in Animation BP
```

### Animation Blueprint Integration

```
Animation Graph:
Linked Anim Layers -> Control Rig Node -> Output Pose
```

## Best Practices

1. Use rig for runtime adjustments
2. Profile rig complexity
3. Test with LOD
4. Handle edge cases
5. Document rig setup

## References

- [Control Rig Documentation](https://docs.unrealengine.com/5.0/en-US/control-rig-in-unreal-engine/)

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