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Procedural Rigging in Unreal 5 (Master's Thesis)

I created a procedural rigging system using Unreal 5 for an organic creature and a mechanical character. This system heavily utilizes the tags and metadata features to automate bone inputs and hierarchy traversal. I created a variety of public modules for different solve directions, which can be used to create a rig setup. I used the following characters from my previous projects:
https://www.artstation.com/artwork/WBmZXG

Skull Crusher animation test with wheels, hydraulics, dynamics and gun driven by math and simulation

Skull Crusher animation test with hydraulics, dynamics and gun driven by math and simulation

Brute die animation test

Brute Walk animation test

Seamless FKIK setup

Dynamic Pivot using interaction node

Chainsaw setup using math interpolation

Skull crusher (Mechanical character) rig graph

Brute rig (Organic character) graph

Arm modules

Arm modules

FK modules

FK modules

Fingure modules

Fingure modules

IK modules for arms

IK modules for arms

IK modules 3 boned legs

IK modules 3 boned legs

Leg modules

Leg modules

IK spline modules

IK spline modules

IK spline module for multiple chains

IK spline module for multiple chains

Spine module

Spine module

Suspension modules

Suspension modules

Wheel modules

Wheel modules

Interactive modules

Interactive modules