Advantage of using Control Rig instead of ARP Quick Rig ? #17
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The problem with ARP Quick rig, is it constrains the RBF corrective bones, as well as the swing and twists. ARP does its own setup for those, which do not match exactly what the MetaHuman bones are doing in Unreal Engine. What the Character Control Rig addon does, is give you a "control rig" (i.e. rigify, and in the future ARP, etc) for you to pose and animate with, while piping the dependency graph updates to RigLogic so it can evaluate against what is configured in the DNA. For ARP to work correctly, the MetaHuman rig would actually need to be modified, manually fitted, and then there is the Animation Import/export (which ARP does haves some utils for), and evals passed to RigLogic. Here is more info on the body RBFs: What I would recommend:
How much value you will get out of the addon really depends on your workflow, your character, what shots you are making, and how important accuracy is. |
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I know it is not implemented yet but I was wondering what where the upside of it ?
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