
Launch Unreal Engine, create a new third-person project, open sequencer, animate the mannequin by keyframing with S and moving with W, then bake and export the foot lift.
Learn to create convincing pauses by moving and rotating character controls in Unreal Engine, mastering world space and local space to shape poses, align rigs, and iterate quickly.
Compare the classic transform gizmo with the Tres gizmo in Unreal Engine. Learn axis rotations using ctrl-click combos and enable the new gizmo in plugins and editor preferences.
Experiment with the mannequin rig in Unreal Engine by enabling IK for the arms, switching between IK and FK, positioning hands with the cube and pole vector, and saving sequences.
Explore keyframe types in Unreal Engine, including cubic, linear, and constant interpolation, and learn how blocking out pauses with constant keyframes simplifies timing before smoothing with interpolation.
Learn to control keyframe interpolation using the curve editor in Unreal Engine, adjust z-axis curves for snappy or smooth timing, and sync the curve editor time range with the sequencer.
Learn to use tweens to blend between keyframes in Unreal Engine, creating smooth, interpolated motion with constant or interpolated keyframes and cubic auto curves.
Explore advanced curves in Unreal Engine's curve editor by animating a bouncing ball with keyframes, tangent breaks, and post-infinity options to loop or oscillate the motion.
Enable arc ball rotate in editor preferences to freely tweak poses, then use motion trails with the shuffle trail option and show marks for smooth, visible timing with cubic interpolation.
Learn how animation layers in Unreal Engine's sequencer enable additive and override adjustments, letting you loop breathing, add secondary motion, and fine-tune poses without altering the base animation.
Learn to create a simple standing broad jump animation for a character, using frame-by-frame references, tutorials, IK/FK switching, and keyframe blocking to keep feet on the floor.
Block out key pauses for a jump sequence in Unreal Engine, defining frames from standing to arms up, jumping, landing, crouching, and standing, and refine timing with keyframes and curves.
Refine a blocking animation by adding interpolation with cubic auto and adjusting timing between keyframes. Move frames to align with the reference and use markers to label major poses.
Use motion trails and the curve editor in Unreal Engine to convert keyframe segments to linear motion, adjust timing, isolate tracks, and offset limb motion for lift-off and landing.
Learn to use adjustment layers for non-destructive tweaks, refine arms, shoulders, and head with keyframes and local/world transforms, and improve timing for smoother secondary motion.
Learn to use constraints in Unreal Engine to drive hands with a cylinder prop via IK controls, including translation, rotation, and parent constraints, with dynamic offset and baking.
Master advanced constraint workflows in Unreal Engine by troubleshooting hand-to-cube snapping. Learn to use the compensate keys feature to keep motion aligned as the cube moves.
Save, restore, and mirror poses to speed up walk cycles and reuse pauses for hand grips. Use paste pause, select controls, and tweening to keyframe efficiently.
Learn to edit animation curves in Unreal Engine using curve channels, pre and post infinity, and show curve display, then use curve editor's transform and retime tools to adjust timing.
Master blocking and pose-to-pose, straight-ahead animation, and camera workflows in Unreal Engine, including focus, aperture, focal length, camera cuts, and sequencer-based cinematic setups.
Master space switching by animating in world space or parent space to keep hand or magazine fixed or moving with character, enabling gun reloads, magazine drops, and bake animation sequences.
Learn a formulaic walk cycle timing method linking speed, stride length, stance and swing phases, converting to frames for 0.83 s total cycle at 100 fps.
Explore modular rigging for a custom weapon in Unreal Engine, creating a control rig, binding bones, and configuring dedicated controls to animate a skeletal mesh in Sequencer.
Learn to build a looping walk cycle in unreal engine by keyframing foot contacts, using pivot tools for natural motion, and attaching a weapon for synchronized character and weapon animation.
Refine the walk cycle by fixing the hands' IK controls, switching to FK, and syncing pelvis, yaw, and hip motion with each foot using curves for timing.
Refine timing by tweaking the body and pelvis curves, and adjust spine, hip, and shoulder motion. Use pre and post infinity to loop smoothly and create a relaxed walk.
Copy and extend a walk cycle in Unreal Engine, then add an adjustments layer to subtly vary arm, head, and spine motions across repeats for a natural, non-repetitive look.
Animate a first-person gun shoot sequence in Unreal Engine by blocking the camera, hand, and gun with keyframes, constraints, and markers, then refine with curves and interpolation.
Master completing the shoot animation in Unreal Engine by refining recoil with keyframes and curves, adjusting playback rates, and syncing camera motion for both first- and third-person views.
Demonstrates duplicating keys to loop a shoot to empty variant in Unreal Engine, syncing left and right hand controls, adjusting curves and recoil, and exporting separate weapon and character animations.
Learn to block and refine a first‑person inspect and reload animation in Unreal Engine, mastering constraints, dynamic hand control, slide mechanics, and timing to create a snappy, believable sequence.
Refine the arm and wrist motion with arc pole vector adjustments, keyframe constraints, and smooth magazine and slide interactions to create natural, first-person gun handling.
Refine finger animation and hand poses through curve smoothing, IK tweaks, and timed keyframes; set up a cinematic camera, polish constraints with a compensate option, and export the final animation.
In this course you will learn how to animate characters in Unreal Engine 5.
We begin with the basics of animating within the engine, and then build up your skillset with various tools and techniques. You will explore different workflows as well as seeing full animation processes in action, which you can follow along with, or passively watch to absorb the information and apply to your own project.
This course is suitable for any recent Unreal Engine 5 version, and will include further updates for 5.6+ specific features.
Throughout the course you will be shown the important tools for character animation, with tricks and tips along the way. This isn't just a list of features, which could be overwhelming, but is instead a gradual build-up of techniques where you will be shown how they can be used in different workflows. You will not only pick up the specifics of animating in Unreal Engine's Sequencer, but you will learn the fundamentals of character animation.
Included is a weapon model I have created for the course, where you will be shown the process of rigging it to be ready for animation. You will then be shown how to animate it alongside the character. This method/approach can be applied to any character or weapon model.
We also cover creating walk cycles and I share my formulaic approach for taking out any guess-work or estimation, freeing you to create the style of animation you need without having to worry about cycle times, distances, loop length and so on.
The examples shown in the course feature the UE5 mannequin for demonstration purposes and mainly focus on more realistic human character movement examples, but the principles taught can be applied to any style of character and any style of animation.
Animation takes time and practice, but this course should get you up to speed with all of the most important tools and how to navigate the interface, as well as many tips and tricks for character animation.