

Use UE5 to pour the ground model and use a material ball to create a grass material ball for the ground that fits the scene imagination. Then import the downloaded model assets, including castles, tents, markets, jars, wooden cars, etc. Then set the lights and draw grass, trees, stones, and add fog in ue5. Adjust the overall environment.
When setting up the Wifeless Room, due to the difference in the ue5 version, I encountered a situation where the fog plug-in could not be used. In the end, I replaced the fog blueprint with a moving item. Then use the simplest ambient fog to reduce the visibility of the shot.


Looking for suitable character models and actions on the adobe-mixmo website, I picked a knight with a shield in one hand and a sword in the other. At the same time, we searched for more than a dozen actions related to walking, running, fighting and dying. Combine these actions with the character model and download the FBX file.
Initially, these files were separate actions, but I needed a coherent set of actions in my animation. After studying various materials and software, I gave up the idea of using skeletal information and directly creating animations. Instead, use the animation clip editing function in C4D to connect different actions together to form a complete character animation. Then bake the action into a separate model and export it as an abc file.