What's the best workflow for non-Game character animation, say, for film and video?

Hi guys, new to the discussion here. Thanks for the tips above.

I was curious about stylized animation, and was wondering how I’d approach creating a workflow, where I’d be able to animate characters directly in VR.
I tried doing some animation this way, albeit non-character, and it’s really fast and intuitive.

With the addition of “Control Rig” in UE, perhaps this could be utilized or adapted to work in VR editor mode. What I’d possibly like to do, is grab the control rig controllers, pose them and set up keyframes on a timeline, then get out of VR and adjust everything, timing, refine the curves between the keyframes.

This could work for stylized animation really well, and would also be a great use case for Control Rig! Do you guys have any thoughts on this, that will help me get a fresh look, before I do any work on preparing the tools?

Thanks!

Just for some background on where I’d like to use this, I’ve helped create similar animation here in Unity: https://www.youtube.com/watch?v=JGRnOJfHKOc
I’d like to switch that whole platform to UE. We also do own a mocap system, so I can confirm, that normally you won’t animate reallistic motion directly in UE.

For the above question of RobH2:

  1. One option would be to use existing game-ready character and animation loops (walk, sit, pickup, …) and then just set up waypoints and behaviour switches on a timeline.
  2. If you need to animate for visualisation, you can use AXYZ Design Store - anima4
  3. Or if you need absolute control over the animation, then use a mocap pipeline (there are some that do live recording in UE, that you can then use even without post-production). I did this animation within a day using similar technique for a quick and dirty output: https://www.youtube.com/watch?v=_PO4-pJCBUY