# Mixing Procedural Animation and Animation Montages

**URL:** <https://forums.unrealengine.com/t/mixing-procedural-animation-and-animation-montages/2476314>\
**Category:** Character & Animation\
**Tags:** ai-controller, unreal-engine, question\
**Created:** [April 25, 2025, 10:38pm UTC](https://forums.unrealengine.com/t/mixing-procedural-animation-and-animation-montages/2476314 "2025-04-25T22:38:15Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![ElatedSheep983](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ElatedSheep983](https://forums.unrealengine.com/u/ElatedSheep983)\
**Post date:** [April 25, 2025, 10:38pm UTC](https://forums.unrealengine.com/t/mixing-procedural-animation-and-animation-montages/2476314/1 "2025-04-25T22:38:15Z")

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Hi,

I am working on my first AI character that uses procedural animation for its basic movement, however, I want to incorporate framed animation sequences for things such as attacking the player or looking around in place. My control rig for the character uses basic IK for 5 bodies (Body + 4 legs (spider thing)). The leg placement and body distance from ground is controlled procedurally, and I believe this is why when I try to make an animation sequence/montage, essentially nothing happens when I call it.  
Most tutorials either cover animation through sequences or animation through procedural but never both. I am wondering how people build in attacks and other animations that just don’t seem possible procedurally. Do I need to have built in processes to free up IK rig under certain conditions or is there something simpler I am missing?
