This course offers an in-depth examination of Unreal Engine’s sophisticated animation functionalities, extending beyond their application in game development to underscore the engine’s capacity as a robust simulation platform. The curriculum delves into contemporary, experimental workflows, featuring the modular Control Rig system, automated retargeting, and intricate layered control rig methodology for non-destructive animation. Participants will learn to implement motion data across diverse character archetypes—including mannequins, Metahumans, and Real Illusion digital avatars—utilizing keyframe animation, commercially available assets, and motion capture data. The program seeks to empower learners with the ability to leverage Unreal Engine’s state-of-the-art tools to achieve innovative animation outcomes.
Content Chapter 1: Starting to Animate in Sequencer Chapter 2: Mocap Cleanup & Modular Control Rig Chapter 3: Metahuman, Character Creator Specifics, and Layered Control Rig Animation Chapter 4: Auto Ground Alignment & Animation Constraints The course requirements: Installed Unreal Engine 5.4 *NOTE: This course was made for UE 5.4; however, it is not applicable to the new engine version 5.5 at the moment.
Lessons
Chapter 1: Starting to Animate in Sequencer
Chapter 2: Mocap Cleanup & Modular Control Rig
Summary In this chapter, we explore how to clean up motion capture (mocap) data in Unreal Engine’s Sequencer using the FK Control Rig and Modular Control Rig system. We demonstrate how to correct animation artifacts like popping, refine keyframe adjustments, and utilize modular rigs for a more streamlined animation workflow. The lesson also covers the […]
Chapter 3: Metahuman, Character Creator, and Layered Control Rig
Summary In this chapter, we explore the unique aspects of working with Metahumans and Character Creator (CC) characters, focusing on control rigs and layered animation workflows. We break down the modular nature of Metahumans, explain the use of control rigs for both body and face animation, and demonstrate animation retargeting. Additionally, we introduce the concept […]
Chapter 4: Auto Ground Alignment & Animation Constraints
Introduction One common challenge in animation is ensuring that characters interact naturally with uneven terrain. Often, animations are captured on flat surfaces, which can cause issues when applied to varied environments. This chapter explores how to use the Ground Alignment Control Rig to automatically adjust character movement to terrain changes, as well as how to […]