
Overview
There’s no character in my scene, but there is a car, assumed to be self-driven, with no passengers involved.
This post discusses the rigging of the car as part of the consecutive stages of the project. While the car is the main actor in my scene, the primary objective is actually the camera movement. The car driving through the landscape serves as a reason to showcase the landscape shots and the experimental camera rotations that I’ll be implementing moving forward.
Control system – rigging of the car in UE5
My primary goal was to implement a control system that would allow me to create effective animation – a car rig. To support this, I’ve relied on YouTube tutorials as supplementary resources to reinforce class concepts.
Guiding my creative process, by prioritizing functional requirements for individual scenes to develop a Minimum Viable Product (MVP), I was sure to get things working first before I could worry about creative direction, aestetechics, and visual qualities.
Exploring Car Mechanics and Cinematic Camera Movements
Reassessing Focus: Cars as Tools for Cinematic Exploration
After researching the topic and watching numerous YouTube tutorials, I realized that developing car mechanics is an extensive project in itself. There are entire YouTube channels dedicated to this topic, often covering everything from modeling and rigging to simulating car physics for realistic movement within virtual worlds.
This, however, is not my primary area of interest. I don’t drive myself, so I can’t evaluate the accuracy of my creations based on personal experience. For me, the car is merely an asset to facilitate the development of camera movement across the scene. My primary focus lies in exploring and recreating cinematic camera movements characteristic of filmmaking.
Using City Sample Vehicles for Efficient Integration
To streamline the process, I’ve decided to use Epic Games’ City Sample Vehicles, which I sourced from the Fab platform. This approach allows me to incorporate a moving car into my scene without dedicating excessive time to car mechanics, aligning my project with its intended focus on cinematography.
Learning from Tutorials and Class References
Rigging and Animation Insights
One tutorial I followed involved rigging a car model within Unreal Engine and creating a control rig. In this process, the car’s suspension animation was generated procedurally using a custom function. I found this tutorial both informative and practical, expanding on the knowledge I gained in class during Week 6, where rigging was a key topic.
Car rigging: ULTIMATE ONE CLICK CAR CONTROL RIG – Unreal Engine 5.4
The model of the car has been provided by the author of the tutorial via the Google Drive share link who is the content creator for both the tutorial and the car model. Contact information can be found here: postprocessed.media – Contact


The end results: blueprint class for the forward solve graph implementation for the wheel rotation, steering and body control.
Future Aesthetic Enhancements
The car’s aesthetics, such as its materials and textures, can be customized later. I plan to revisit this in a subsequent phase of the project, focusing on enhancing the visual appeal and coherence of the scene.