Rig a Character with AI
A guided example: create a Control Rig from a Skeletal Mesh, build the control hierarchy, fit control shapes to the mesh, wire two bone IK with a pole vector, add jiggle physics, and run the validation gates.
A guided example: create a Control Rig from a Skeletal Mesh, build the control hierarchy, fit control shapes to the mesh, wire two bone IK with a pole vector, add jiggle physics, and run the validation gates.
This walkthrough rigs a character from a Skeletal Mesh: create the Control Rig, build the control hierarchy, fit the control shapes to the mesh, wire a two bone IK limb with a pole vector, add secondary motion, and run the validation gates. Every command in the family is listed in the Control Rig reference.
Point at a Skeletal Mesh and the rig is born with that skeleton's bones already in its hierarchy.
cfa create_control_rig_from_skeleton --asset-path /Game/Rigs/CR_Hero --skeleton-path /Game/Chars/SKM_HeroAdd controls, nulls, and sockets in one atomic call, each born with its parent, offset, and shape already set.
cfa build_rig_hierarchy --asset-path /Game/Rigs/CR_Hero --elements @hierarchy.jsonSize every gizmo from the mesh skinned to its bone, instead of leaving them all at the library default.
cfa fit_rig_control_shapes --asset-path /Game/Rigs/CR_HeroPlace and wire the nodes in one batch. Fan work out of a Sequence and call library functions rather than building one long rail.
cfa build_rig_vm_graph --asset-path /Game/Rigs/CR_Hero --nodes @nodes.json --connections @links.jsonPush the pole control out along the limb's own bend plane so the knee or elbow has a direction to bend in.
cfa place_rig_pole_vector --asset-path /Game/Rigs/CR_Hero --control pole_knee_l --root-bone thigh_l --mid-bone calf_l --end-bone foot_lGive hair, a tail, or cloth a jiggle chain, with colliders fitted to the body it rests against.
cfa add_rig_jiggle_bob --asset-path /Game/Rigs/CR_Hero --chain-root hair_01 --chain-end hair_06Five gates: the graph, the controls, the gizmos, the deformation, and the physics.
cfa validate_rig_graph --asset-path /Game/Rigs/CR_HeroRun the rig headless over an animation and report what actually moved, what crossed, and what went through the floor.
cfa simulate_rig --asset-path /Game/Rigs/CR_Hero --animation-path /Game/Anims/Run --frames 60add_rig_module, wire them with auto_connect_rig_modules, and mirror a limb to the other side with mirror_rig_module. Fit the control shapes after the final compile, because module construction respawns the controls.verdict of pass, pass_with_warnings, or fail. Read that rather than the health flag, which also goes false on cosmetic warnings. Exact parameters for any command are in the Control Rig reference, or run cfa describe place_rig_pole_vector.