UDEMY.Hybrid.Animation.in.Unreal.Engine.5.2026.BOOKWARE-MiMiR

Section
eBooks/Audiobooks
Group
MiMiR
Size
9,54 GB
Files
54
Date
2026-05-24

NFO

Mimir, Keeper of the Well of Wisdom
  
  Hybrid Animation in Unreal Engine 5

  https://www.udemy.com/course/hybridanimation/

  Year         : 2026
  Language     : English
  Level        : All Levels
  Category     : Development
  Subcategory  : Game Development
  Duration     : 6h 11m
  Lectures     : 32
  Rating       : 4.9/5 (24 reviews)
  Students     : 590

  INSTRUCTOR(S)


  HEADLINE
    Learn to combine animations with procedural techniques


  WHAT YOU'LL LEARN
  * Combine procedural animation with keyframed animation
  * Learn the basics of Control Rig for procedural animation
    techniques
  * Drive animation blends from Control Rig
  * Modify animations for dynamic environment interaction
  * Scale animation playback rates dynamically
  * Create custom procedural runtime transitions of any poses
  * Create basic keyframed animations in the editor
  * Understand the basics of technical animation in the
    Animation
    Blueprint


  REQUIREMENTS
  * Beginner-to-advanced friendly, but general familiarity with
    Unreal Engine would be ideal


  WHO IS THIS COURSE FOR
  * Unreal Engine developers looking to improve their character
    animations using procedural techniques


  DESCRIPTION
  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.


  COURSE CONTENT

  Chapter 1: Introduction & Hybrid "Look At" Animation
    1. Introduction and course overview (Resources here)
    2. Initial setup of animation blueprint and Control Rig
    3. Make the head rotate towards a target point
    4. Use a look-at target from in-game
    5. Creating a Left->Right look animation
    6. Apply the Left->Right look animation additively
    7. Control the underlying animation blend from within
       Control Rig
    8. Limit the head rotation to realistic angles

  Chapter 2: Dynamic Animations (object pickup, attack,
    environment interactions)
    9. Creating the base grab animation
    10. Animation montage & curves
    11. Explanation of dynamic modification & FBIK
    12. Applying the hand offset
    13. Randomised object target

  Chapter 3: Dynamic Procedural Crouch
    14. Making the standing->crouch blend
    15. Procedural pelvis crouching from Control Rig
    16. Crouch driving an additive animation overlay directly
        from Control Rig

  Chapter 4: Procedural Animation Speed
    17. Dynamically scaling a run cycle speed based on automatic
        foot/ground detection

  Chapter 5: Procedural State-to-State Transitions
    18. Making the base example poses
    19. A simplified implementation of blending from one pose to
        the next
    20. Setting up the Animation Blueprint ready for a more
        complex system
    21. Adding a custom blend graph for custom transitions
        between states
    22. Transitioning between any two poses in Control Rig
    23. Smart foot transitions
    24. Pelvis weight shifting from one foot to the other
    25. Setting up to work with multiple poses in a more complex
        state machine
    26. Polishing and tweaking the transitions
    27. Finalising

  Chapter 6: Keyframed Animation with Procedural Locomotion
    System
    28. Creating the animation rig
    29. Animating the attack
    30. Using animation slots and adding control curves
    31. Overruling the procedural animation system for the
        animating bones
    32. Finalising and improvements


  DATES
  Published    : 2026-04-27
  Last Updated : 2026-04-27

If you fear the truth, dont come to my well.

Files

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