Menu
Workshop

Introduction to Technical Animation for Games using Unreal Engine

A Workshop
by Taylor Whitsett

Character Animation Techniques using Maya & Unreal with Taylor Whitsett

beginner
5h 15m 44s
14 Lessons
A Workshop
by Taylor Whitsett
Get Started
Subscribe

This Unreal Engine workshop offers a comprehensive introduction to building gameplay-ready character animation systems in UE5. Taylor Whitsett focuses on the technical animator’s role in integrating animation with gameplay, following a realistic, production-oriented workflow used in modern game development. His lessons are intended for beginner to intermediate artists, animators, and technical artists, with at least a foundational level of navigating Unreal Engine 5. Knowledge of basic core 3D principles is recommended.


Over the course of 5 hours, Taylor covers the requirements for runtime animation assets, including skeletal meshes and rigs, character configuration, player gameplay systems, and animation blueprint logic. Topics include blend spaces, aim offsets, animation montages, root motion, combo systems using animation notifies, and animation retargeting with Unreal’s IK Rig and IK Retargeter systems. Other topics covered include: Unreal’s Enhanced Input System, camera setup, character movement logic, and best practices for scalable, data-driven animation systems.


Experience and knowledge about common pitfalls, debugging systems, structuring logic, and blueprints for growth and feature iteration are shared throughout. By the end of the workshop, artists should expect to have built a fully playable character with locomotion, aiming, melee combos, and retargeted animations, along with a clear understanding of how Unreal’s animation and gameplay systems interact.


Project files provided with this workshop include the Nyra mesh and accompanying weapon props for retargeting. The royalty-free gun model utilized by Taylor is available from CGTrader. The workshop also features several free asset packs from the FAB Marketplace.

14 Lessons

01Asset Requirements & Runtime PreparationFree

This technical animation workflow emphasizes the critical importance of proper setup and planning in game development pipelines. The instructor stresses that overlooking fundamental requirements for skeleton setup, naming conventions, and project organization can cause massive, difficult-to-fix issues later in production. Following these established procedures and maintaining consistency across all assets will prevent bugs, reduce rework, and create a more efficient development workflow.

Duration: 22m 30s

Asset Requirements & Runtime Preparation
02Introduction to Unreal Blueprints

This lesson defines the foundational knowledge needed to work with character blueprints in Unreal Engine. The visual scripting approach makes game development more accessible while maintaining strong functionality for creating complex player characters. Understanding these core concepts of components, variables, and event-driven logic provides the groundwork for implementing character behaviors and gameplay mechanics.

Duration: 13m 50s

Introduction to Unreal Blueprints
Unlock lesson
03Enhanced Input System

This lesson goes over the foundational systems needed for a functional third-person character in Unreal Engine 5. By properly separating concerns between the game mode, player controller, and character blueprint, and utilizing UE5's enhanced input system, artists can create responsive player controls with smooth camera movement.

Duration: 18m 40s

Enhanced Input System
Unlock lesson
04Animation Blueprints, State Machines & Blend Spaces

This lesson shows the fundamental workflow for creating responsive character animations in Unreal Engine 5. By combining animation blueprints, state machines, and blend spaces with proper variable management and input handling, artists can create smooth, dynamic character movement systems. The techniques shown give artists a solid foundation that can be expanded with additional animation states and more complex transition logic as projects grow in complexity.

Duration: 31m 15s

Animation Blueprints, State Machines & Blend Spaces
Unlock lesson
05Additive Animation Part 1: Aim Offsets

The aim offset system successfully allows the character to dynamically aim their weapon in different directions based on camera input while maintaining their locomotion animations. This additive animation approach provides smooth blending between aiming poses without interfering with the movement system.

Duration: 12m 46s

Additive Animation Part 1: Aim Offsets
Unlock lesson
06Root Motion Animations

Root motion allows artists to create more realistic and art-directed character movement by letting animations drive the motion directly. While the initial setup requires several technical steps including montage creation, slot configuration, and blueprint connections, this system enables much more precise control over character actions like dodging and combat moves.

Duration: 15m 2s

Root Motion Animations
Unlock lesson
07Melee Combo Systems & Animation Notifies

This lesson demonstrates the evolution from basic to advanced combat systems in Unreal Engine. The AnimNotify-based approach gives a much more scalable and artist-friendly solution compared to hard-coded logic, allowing for complex combo systems that can be easily modified and extended. This methodology represents industry standard practices for creating robust, maintainable combat systems that empower non-programmers to iterate on gameplay mechanics.

Duration: 41m 34s

Melee Combo Systems & Animation Notifies
Unlock lesson
08Iterating, Debugging, Cleanup & Polishing

Duration: 31m 8s

Iterating, Debugging, Cleanup & Polishing
Unlock lesson
09Retargeting Animations using IK Rig

While the initial material setup is straightforward, the animation retargeting process requires careful attention to bone mapping, IK configuration, and pose alignment to achieve natural-looking results. The IK Rig system provides powerful tools for transferring animations between different skeleton structures, but success depends on properly configuring chain mappings and bone settings to match the unique characteristics of each character rig.

Duration: 44m 1s

Retargeting Animations using IK Rig
Unlock lesson
10Physics Part 1: Creating the Physics Asset

Setting up physics assets in Unreal Engine involves creating collision volumes and carefully adjusting constraints to achieve believable ragdoll behavior. While the auto-generation feature gives a starting point, manual setup with capsule shapes offers better performance and control. The process often requires trial and error to fine-tune angular limits, stiffness, and damping values, but this foundation enables realistic physics simulation for character interactions and animations.

Duration: 24m 43s

Physics Part 1: Creating the Physics Asset
Unlock lesson
11Physics Part 2: Rigid Bodies & Chaos Cloth

The instructor provides a strong foundation for setting up both rigid body and cloth physics in Unreal Engine for character accessories. While the systems require significant tweaking and polish to achieve professional results, the core setup process involves creating proper collision volumes, configuring constraints with appropriate limitations, and painting weight maps for cloth simulation. The instructor emphasizes that physics implementation is iterative and requires patience to achieve satisfactory results, but can be very rewarding when properly executed.

Duration: 17m 21s

Physics Part 2: Rigid Bodies & Chaos Cloth
Unlock lesson
12Additive Animation Part 2: Firing & Reloading

This lesson successfully goes over how to create a complete firing and reloading system that seamlessly blends with existing locomotion and aiming animations. The layered approach allows characters to move, aim, and perform upper body actions simultaneously, creating realistic gameplay mechanics. The modular setup with variables provides a foundation for more complex weapon systems that could be implemented later.

Duration: 14m 21s

Additive Animation Part 2: Firing & Reloading
Unlock lesson
13Sockets & Props

This instructor demonstrates a straightforward approach to weapon attachment in game development, focusing on practical implementation over complex systems. While the method shown is simple and involves some manual adjustment due to mismatched assets, it effectively creates a functional weapon switching system. The instructor acknowledges some minor state management issues that need refinement, particularly with running and dodging animations, indicating this is part of a larger character system development process.

Duration: 12m 45s

Sockets & Props
Unlock lesson
14Improving Game Feel: Final Polish, Clean Up & Bug Fixing

This lesson effectively shows artists how to polish character animation systems by addressing common bugs and improving responsiveness. The instructor highlights that this workshop only scratches the surface of Unreal's animation capabilities, encouraging further exploration of advanced systems like motion matching and data-driven animation. The methodical approach to debugging animation conflicts provides a solid foundation for technical artists working on character systems in game development.

Duration: 15m 48s

Improving Game Feel: Final Polish, Clean Up & Bug Fixing
Unlock lesson

Primary tools

For this workshop you’ll need:

Unreal Engine
Maya

* Note that these programs and materials will not be supplied with the course.

Project Files

When you download the workshop files, you'll get access to Taylor Whitsett’s project files that will help guide you through the lessons, Inside, you'll typically find:

• 3D models and geometry (.fbx) – Detailed assets that are used to help you follow along
• High-quality textures (.tga, .png) – Professional texture maps used for the 3D models
zip
TWH02_ProjectFiles.zip
180.2 MB
Subscribe for Project Files

Skills Covered

Who’s this Workshop for?

This workshop is designed for beginner to intermediate level artists, animators, and technical artists who have foundational Unreal Engine 5 navigation skills and basic 3D knowledge. It's perfect for those wanting to understand the technical animator's role in production-oriented character animation systems.

Game developers, indie creators, and animation students will also benefit significantly from this comprehensive introduction workshop. They'll gain valuable insight into modern game development workflows, learning how animation integrates with gameplay systems through practical, hands-on experience building fully functional character systems.

Learning Outcomes

After completing this workshop, artists will have built a fully playable character with locomotion, aiming, and melee combat systems using production-ready workflows.

Key skills include:
  • How to set up skeletal meshes and configure character rigs for runtime animation systems.
  • How to create blend spaces and aim offsets for responsive character movement and aiming.
  • How to implement animation montages and root motion for dynamic character interactions.
  • How to build combo systems using animation notifies and blueprint logic for melee combat.
  • How to use IK Rig and IK Retargeter systems for seamless animation retargeting workflows.
  • How to integrate Unreal's Enhanced Input System with camera setup and movement logic.
  • How to structure scalable, data-driven animation blueprints for efficient feature iteration and growth.
Get Started
Subscribe
Workshop
Introduction to Technical Animation for Games using Unreal Engine
Character Animation Techniques using Maya & Unreal with Taylor Whitsett
A Workshop by Taylor WhitsettSenior Technical Animator
beginner
5h 15m
14 Lessons
Instructor Taylor WhitsettSenior Technical Animator

Taylor Whitsett is a technical animator and character rigging specialist with experience across a wide spectrum of game projects and interactive platforms. He began his career in the games industry after graduating from the Gnomon School of Visual Effects, initially working as an animator before evolving his focus to character rigging, technical animation, and pipeline tooling. Over the course of his career, Taylor has applied his skills to numerous indie and AAA titles spanning PC, console, mobile, and VR platforms, with credits on projects such as Walking Dead: Saints & Sinners, PWND, Archangel, Paladins, Rival: Crimson x Chaos, and Medal of Honor: Above and Beyond.


Known for his ability to bridge animation and technical systems, he creates production‑ready rigs and tools that streamline workflows and optimize creative processes. Taylor remains active in the game animation community, sharing knowledge and techniques that support animators and riggers working in real‑time game production.

View profile
  • Taylor's great at making our tools animator-friendly. He works hard at streamlining our workflow and that's always appreciated.

    - Derek Esparza
    Senior Viewmodel Animator at Infinity Ward

Frequently asked questions
Everything you need to know about the Gnomon Workshop
All subscriptions gain you unlimited access to our entire training library of 350+ tutorials with 1000+ hours of training. Watch as many as you like - there are no limits.
A Team License is suitable for any team of 2 or more artists working for a company or attending an educational institution. Licenses can be scaled to accommodate hundreds, or even thousands, of artists or students across multiple groups, teams, or departments.

Learn more about our plans available for Studios here.

Learn more about our School plan options here.
Yes! Whether you’re looking to gift 1 month of The Gnomon Workshop, or would like to gift 3, 6, or 12 months, we’ve got you covered. Just head to https://thegnomonworkshop.com/gift, select your preferred quantity, and your recipient will receive an email notification with their gift card and instructions for how to claim their gift. You’ll also receive a receipt for your purchase by email.
If you have questions, please contact us.
The best way to contact us is via our Contact Form, Emails are responded to on a daily basis, Monday-Friday.
Watch this workshop and hundreds more
Unlimited access to every workshop
Taught by industry leaders & working professionals(1500+ hours of professional training)
Project files available for selected titles
Learn at your own pace
Get Started
Subscribe