Heavy biped
Weight sits in the torso and the tail. A turn needs the tail to counter the pelvis. Digitigrade feet have to meet a slope without sliding. A humanoid foot locker does not cover that.
Unreal's animation tools are built around a single human skeleton: two arms, two legs, upright spine. When a project has 150+ creature models across bipeds, quadrupeds, winged flyers, serpents, swimmers, and floating bodies, nothing shares a rig.
Each one needs its own chains and ground solve.
Weight sits in the torso and the tail. A turn needs the tail to counter the pelvis. Digitigrade feet have to meet a slope without sliding. A humanoid foot locker does not cover that.
Shoulders and hips have to meet the ground separately. A stiff back cannot use a canine spine setup. The footfall pattern has to hold while both ends tilt.
Ground and air need separate solves. Wings fold clear of the legs on the ground, then bank from turn rate in the air. Takeoff and landing are where foot IK and flight conflict.
Two-bone and four-bone limb IK do not apply. The body is one chain. Part of it stays up for the head. The rest has to sit on the terrain instead of clipping through it.
The editor dumps the raw skeleton via MCP. Claude classifies the anatomy (spine, jaw, limbs, wings, or tail coils) and sets up the IKRig retarget chains and ControlRig ground solve across the roster without manual editor clicking.
// SkeletalMeshTools.get_bone_names -> IKRig chain mapping { "root": "origin", "pelvis": "waist", "bones": [ "origin", "waist", "spine_01", "spine_02", "spine_03", "spine_04", "spine_05", "spine_06", "spine_07", "spine_08", "head", "upper_jaw", "lower_jaw", "tongue_01", "tongue_02", "tongue_03", "tongue_04", "tongue_05", "tongue_06", "hips", "tail_01", "tail_02", "tail_03", "tail_04", "tail_05", "tail_06", "tail_07", "tail_08", "tail_09", "tail_10", "tail_11", "tail_12", "tail_13" ], "chains": { "UpperSpine": { "startBone": "spine_01", "endBone": "spine_08" }, "HeadLook": { "startBone": "head", "endBone": "upper_jaw" }, "GroundCoil": { "startBone": "hips", "endBone": "tail_13" } } }