This intermediate course explores how to modify existing animation clips and create original keyframe character animation for film, animation, and virtual production applications using Unreal Engine.
You’ll learn the process from start to finish: retargeting animation from one character to another; blending more accurately between pre-existing animation clips in Sequencer by matching bones and root motion; and using 4.26’s more robust Control Rig to animate directly in engine, whether it’s baking a custom control rig onto a skeletal mesh to modify an existing animation clip or keyframe animating a character performance.
By the end of this course, you’ll be equipped to animate more efficiently inside the engine without having to jump back and forth between Unreal Engine and other DCC tools.
You will learn how to:
- Create a Control Rig to animate directly in engine and can be shared.
- Retarget animations from one skeleton to another.
- Accurately blend between pre-existing animation clips in Sequencer by matching bones and root motion.
- Utilize the Control Rig to edit existing animation clips and/or create keyframe animation performances in engine.
- Create a Control Rig Blueprint Actor which can be used to swap meshes in real-time.