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Building an AI-Assisted Animation Pipeline in UE5 with HY-Motion (Dev Log #13)

DEV Community·DomTech Gaming·26 days ago
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Development continues on the gameplay animation systems for Magickness™. In Dev Log #13, I showcase the current AI-assisted animation workflow being integrated into the project using HY-Motion (HY Animotion), Blender, and Unreal Engine 5. The goal of this pipeline is to streamline gameplay animation iteration while maintaining compatibility with the existing Mixamo-based character framework already established in the project. Current Workflow Generate animation in HY-Motion Export FBX Trim/refine in Blender if needed Import into UE5 using the existing SMPLH skeleton Retarget using a custom SMPLH → Mixamo retargeter Export finalized gameplay animation One important part of the workflow is that the retarget pose is stored directly inside the UE5 retargeter asset itself, meaning future animations can reuse the same pipeline without rebuilding the setup every time.…

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