
Explore hybrid animation workflows in Unreal Engine 5 by blending procedural locomotion with keyframed animation, dynamically modifying grabs, crouches, and transitions, and integrating a spider rig with locomotion.
Set up an animation blueprint and hybrid control rig in Unreal Engine 5. Create a look at target to rotate the head and blend head and body motion using Sequencer.
Use the aim node to make the head bone point toward a target, with primary y-axis alignment and secondary x-axis, using a look at control to feed the translation.
Create a look-at target and update the character’s lookAtLocation each tick. Convert world target to rig-space via animation blueprint and control rig to drive head and upper body look.
Create a left to right look animation in Unreal Engine 5 with Sequencer, bake idle to a control rig, keyframe a left–center–right blend, and export the final animation.
Create a grab animation using the pause sequence, switch the right arm to IK to reach and grab, then apply it in the animation graph for world position driven grabbing.
Convert a grab animation to an animation montage, assign it to a custom hand grab animations slot, and add a hand grab curve to drive the control rig.
Offset the hand toward a world target using full body IK and sub-chains, with chain depth and sub-iterations, preserving the underlying animation while keeping the pelvis fixed.
Apply the crouch blend additively and drive it with a crouch amount curve in control rig. Use remap and spring interp to smooth preemptive crouching via FBIK.
Combine animations with procedural foot-to-ground detection to dynamically scale the run cycle speed via a control rig, speeding on the ground and slowing in the air.
Create an animation blueprint with a state transition control rig and a pause selector state machine that blends between multiple pauses based on timing and transition rules.
Use transition time elapsed as a ratio in control rig to blend poses. Save pauses, then interpolate between them to guide feet placement with FBIK or IK.
Master smart foot transitions in Unreal Engine 5 by saving old foot poses, interpolating to new targets with ik, curve-driven timing, and sequential foot movement for smooth, stable poses.
Apply FBIK-driven poses to shift weight between feet in Unreal Engine 5, using pelvis offset, full-body IK, subchains, and spring interpolation for natural transitions.
Explore hybrid animation in Unreal Engine 5 by building a multi-pose state machine with custom blend graphs, transitions, and FBIK-driven pelvis control to smoothly cycle through poses.
Adjusts the random pauses sequence to refine arm bending and leg transitions, tests different pauses, exports updated bake animations, and explores swapping foot order for a procedural locomotion concept.
Use the proc spider anim rig to link the abdomen to the pelvis for an attack, create a level sequence, set 0 and 90 keyframes, and bake the spider attack.
Blend procedural leg motion with an attack animation by adding control curves and a front leg attacks slot, using an animation montage and control rig in Unreal Engine 5.
Blend procedural full-body ik with keyframe animation by using curve values to control front-leg strength, via an inverted curve in control rig and curve container for selective bones.
In this course you will learn how to combine keyframed animations with procedural animation techniques in Unreal Engine.
We will be covering a variety of approaches for creating hybrid animation systems.
We start off by creating a simple system to make a character look towards a target, and then we will layer this with an animation blend, which is driven directly from within Control Rig, to add additional style and realism.
You will then be shown my approach for dynamically modifying animations during gameplay, with a technique that works for object pickups, attacks, and any environment interactions.
Next, we will create a system where your character will crouch based on the environment procedurally, whilst driving an additive animation overlay.
I'll then be showing how animation playback speeds can be changed dynamically, with an example of scaling a run cycle to work for various speeds whilst preserving the underlying animation.
Then we'll make a system which transitions between any animation states or poses, automatically and live during gameplay.
And finally, you will be shown how to combine keyframed animations with a completely procedural locomotion system, which is included as a download in the project files.
You will taken through every step of the process, from learning the basics of Control Rig for procedural techniques, creating keyframed animations in the editor, dynamic modifications to animations, and technical animation setups in the animation blueprint.
Everything shown is my own unique approach which you won't find anywhere else, with a variety of applications to discover in every future game that you work on.
This course is suitable for any level of experience, although some familiarity with Unreal Engine 5 is preferred. The course uses Unreal Engine 5.7 but should be applicable for both older (eg. 5.4+) and future engine versions. Optional project file download is built in 5.7.
I look forward to seeing how you will explore and apply these skills in your own projects, and I hope to see you on the course.