# Modular Character in Sequencer

**URL:** <https://forums.unrealengine.com/t/modular-character-in-sequencer/2359036>\
**Category:** Film, TV & Animation\
**Tags:** sequence-recording, unreal-engine, Blueprint, question\
**Created:** [February 26, 2025, 2:00am UTC](https://forums.unrealengine.com/t/modular-character-in-sequencer/2359036 "2025-02-26T02:00:53Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Zekevethor](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Zekevethor](https://forums.unrealengine.com/u/Zekevethor)\
**Post date:** [February 26, 2025, 2:00am UTC](https://forums.unrealengine.com/t/modular-character-in-sequencer/2359036/1 "2025-02-26T02:00:53Z")

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I have a modular character in Unreal engine, I have the same joint hierarchy, head and body mesh, I record the character’s body and head transform data with take recorder, I have morph target and material animations controlled by curves on the character’s head, we record them later, what I want to ask is basically this: I want to take only the bone animation from the body skeletal mesh, and the curve animations from the head mesh, and combine them in the sequencer. Note I don’t use metahuman, I use a custom character.

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**Author:** ![Zekevethor](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Zekevethor](https://forums.unrealengine.com/u/Zekevethor)\
**Post date:** [March 2, 2025, 9:36pm UTC](https://forums.unrealengine.com/t/modular-character-in-sequencer/2359036/2 "2025-03-02T21:36:05Z")

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I solved it with layered blend per pose node u and blend mask

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/0/0/f007eae01ddd6bb14b431f960882e0026602c1f6.jpeg "Combining body and facial animations for Metahuman in Unreal Engine 5") ](https://www.youtube.com/watch?v=jkBg4wI1wqg&t=94)

It was enough to apply the solution here

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/3/9/339ccfaf4fa4fde6fdb2b8a112aa388686125fa1.png)  
This is my blueprint setup.

I transferred the animations to which I transferred the morph target and material curve data with the default slot, and the remaining skeletal animations come from the body.

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**Author:** ![system](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/1/3/713c9d3f58553f0de89543d76a8a3a2779dc9fa4.png) [@system](https://forums.unrealengine.com/u/system)\
**Post date:** [April 1, 2025, 9:36pm UTC](https://forums.unrealengine.com/t/modular-character-in-sequencer/2359036/3 "2025-04-01T21:36:55Z")

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