I’m trying to create more lively and natural character animations in UE5.
For example, imagine a scenario where the player approaches an enemy from behind. Once the player gets close enough, the game switches to a Sequencer cinematic. The enemy turns around and punches the player.
For the punch animation, I would like to use an animation imported from Mixamo or created using motion capture. However, I may want to make some small adjustments to the motion afterward—for example, slightly changing the position of the arm, shoulder, spine, or other joints during the punch.
Can I use Control Rig to make these kinds of adjustments to an existing animation inside Sequencer?
I’m also wondering what the general workflow for character animation in UE5 cinematics is.
My current idea is something like:
- Create or obtain a base animation externally (Mixamo, motion capture, Maya, Blender, etc.).
- Import the animation into UE5.
- Use the animation as the base motion in Sequencer.
- Use Control Rig to make small adjustments to individual joints or poses.
- Use Sequencer to handle the overall cinematic, including the character animation, camera movements, timing, effects, etc.
Is this a common and recommended workflow?
Until now, I have been creating the character’s Control Rig directly in UE5 and doing most of the posing and animation manually inside Sequencer. While this works, I find it very time-consuming, especially when creating an entire movement from scratch.
What I would like to do instead is start with a good base animation from Mixamo or motion capture, and then use Control Rig to refine and customize it in UE5.
For example:
External animation / mocap
→ Import into UE5
→ Use as the base animation
→ Refine the animation with Control Rig
→ Use Sequencer for the cinematic
→ Add cameras, timing, effects, etc.
Is it possible to work this way in UE5?
If so, what would be the recommended workflow? Should I use Animation Sequences + Control Rig + Sequencer, or is there another workflow that is more commonly used for this type of cinematic animation?
I’m particularly interested in a workflow that allows me to reuse existing animations while still having the flexibility to make small, hand-made adjustments when necessary.
Any advice or examples of a typical professional UE5 workflow would be greatly appreciated.