Build Your Entire Animation Workflow in Unreal Engine | Unreal Fest Stockholm 2025

In this session recorded at Unreal Fest Stockholm, we walk through how to take a static mesh all the way to a fully animated character, entirely within Unreal Engine.

From rigging and skinning to Control Rig and final animation, every step happens in engine. The flexibility is incredible: stick with the standard Control Rig workflow or take advantage of Modular Control Rig to speed up your setup, build reusable modules, and create variants for scalable, production-ready animation systems.

Unreal Engine 5.6 is a true game changer for real-time animators, and 5.7 will push the boundaries even further. With new tools like the Animator Kit plugin, which now introduces Deformers, this is the perfect time to level up your workflow and stay at the cutting edge of real-time animation.

To showcase the entire process, Epic’s Stéphane Biava has created an original character just for this talk: Droid-Oh, a charming little robot with a whole lot of personality. He’ll be your guide through every stage of the pipeline.

We start from the classic T-pose and build all the next steps inside Unreal Engine, without round-tripping and painful import-export in the middle of the process. From rigging in the Skeletal Mesh Editor to full animation in Sequencer, we cover it all.

We also dive into best practices, performance optimization tips, and essential workflow insights: everything you need, whether you’re new to Unreal Engine or transitioning from another DCC tool.

Learn more about Unreal Engine here: unrealengine.com

#Animation, #ControlRig, #Rigging, #Skinning, #AnimatorKitPlugin, #Deformers, #SkeletalMeshEditor, #Sequencer, #UE5.6, #UE5.7, #UnrealEngine, #UE5, #UnrealFestStockholm

Leave a Reply

Your email address will not be published. Required fields are marked *