This project was completed over the course of two months and served as a valuable opportunity to deepen my understanding of both animation workflows and Unreal Engine 5 integration. I began by building a foundational scene in Unreal, where I could set up and test Blueprints. From there, I transitioned into Maya to begin animating, starting with basic idle and walk cycles to ensure my node structure and character logic were functioning correctly.
Once the initial setup was validated, I continued developing the animation set and implemented the clips into the Character Blueprint within Unreal. While I encountered a few challenges during the process—particularly while re-familiarizing myself with certain features—the most significant issue was the extremely slow FBX export times. I also explored implementing root motion for the attack animation, but despite multiple attempts, I was unable to achieve the desired results due to limitations in the export pipeline.
Overall, this was a rewarding experience that pushed me to problem-solve and refine my workflow. I’m looking forward to building on this foundation and exploring more advanced game animation cycles in future projects.
Rig: Emilio Serrano Garcia
Model & Textures: Paul Armstrong
Geometry: Roman Spazafumo
Rig: Emilio Serrano Garcia
Model & Textures: Paul Armstrong
Geometry: Roman Spazafumo
Rig available via: Agora Community Assets
Fly and Attack
Walk and Run
Crouch Walk and Idle
Jump and Idle