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
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