Evolving Animating with Unreal Engine
summary
Demonstrates animating and rigging entirely inside UE5 Early Access using Control Rig and Sequencer: level sequences auto-bake skeletal animations on save, and baked clips can be baked to Control Rig to generate editable FK controls or use backward-solve to drive controls from mocap. Shows adapting a metahuman skeleton for a giant robot, layered rigs via post-process graphs blending control-rig and rigid-body physics, gear-weight driven stops, and full-body IK driving responsive gameplay poses.
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chapters (9)
- 0:00Introduction to animation
- 1:02Animating in context
- 2:02Sequencer and control rig
- 3:26Workflow and iteration
- 7:50Animation support tools
- 11:41Control rig node architecture
- 16:47Iterating with mocap
- 20:26Building layered rig systems
- 24:34Procedural animation systems
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