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ue5-mixamo:editing-animations-with-control-rig [2026/04/08 17:30] Staff |
ue5-mixamo:editing-animations-with-control-rig [2026/04/08 18:52] (current) Staff |
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| 5. Add the retargeted MF_Unarmed_Jog_Fwd animation using the plus icon on the animation track or by dragging and dropping the asset from the content browser. | 5. Add the retargeted MF_Unarmed_Jog_Fwd animation using the plus icon on the animation track or by dragging and dropping the asset from the content browser. | ||
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| You should now see the animation on the character with the rig controls matched up to the character pose. | You should now see the animation on the character with the rig controls matched up to the character pose. | ||
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| 6. From here you can now use the animation controls to edit the animation as you like. In this example we'll simply adjust the head position to look forward. | 6. From here you can now use the animation controls to edit the animation as you like. In this example we'll simply adjust the head position to look forward. | ||
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| Scroll to the first frame of the timeline and enable the automatic keyframe option. Then select the head control and rotate it to look forward. Hit play and you should see the adjusted head position is applied to the whole animation. | Scroll to the first frame of the timeline and enable the automatic keyframe option. Then select the head control and rotate it to look forward. Hit play and you should see the adjusted head position is applied to the whole animation. | ||
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| 7. To save the edited animation, right click on the character track on the timeline and select the Bake Animation Sequence option. Leave the options on default and select the location to save the asset. | 7. To save the edited animation, right click on the character track on the timeline and select the Bake Animation Sequence option. Leave the options on default and select the location to save the asset. | ||
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| 8. You should now have the adjusted animation asset. | 8. You should now have the adjusted animation asset. | ||