[Unreal][Rigging]No More Clipping: How to set up Character Foot IK with Control Rig
- Max Liu
- Feb 9
- 2 min read
I always want my character in the game to have properly grounded feet that never clip through the ground. So in today’s video, I’m going to show you how to achieve that using Control Rig in Unreal Engine.
[Step 1: Creating & Importing Your Model]
First, I begin with my custom-created model. I crafted the character using industry-standard tools like ZBrush, Maya, and Substance Painter. Once the model is polished, I import it into Unreal Engine, ready for the next steps.
[Step 2: Rigging & Customizing the Skeleton]
After importing, it’s time to set up the skeleton. I use Unreal’s rigging tool to create a skeletal structure for the character. I start with the standard Mannequin skeleton and then add custom details—like a unique shoulder armor—to give the character its personalized look. This setup allows me to inherit the Mannequin’s Control Rig, which is essential for adding specialized controls.
[Step 3: Adding Custom Controls]
With the rig in place, I integrate a shoulder control into the rig. As you can see here, when I rotate this control, the shoulder armor exhibits a natural folding effect, enhancing the character’s realism.
[Step 4: Setting Up Foot IK]
Now, let’s tackle the foot IK. The process is straightforward:
Add an IK Bone: Start by adding an extra bone specifically for the foot’s IK.
Configure the Animation Blueprint: Open your character’s Animation Blueprint and set up the IK configuration.
Follow Naming Conventions: If you’re using the Third Person Template, make sure that your IK bone names follow the Mannequin skeleton’s naming conventions. In the Control Rig graph named CR_Mannequin_BasicFootIK, you’ll notice bones labeled ‘IK Foot L’ and ‘IK Foot R’.
[Step 5: Testing the Setup]"Finally, replace your character in the Third Person Blueprint to test the IK setup. Watch as the character’s feet naturally adjust to the ground, ensuring a realistic stance without any clipping issues.
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