Doodling around in Unreal Engine 5.6!
I've recorded a bunch of mocap with my Rokoko suit recently, and I'm experimenting with cleaning up those animations in Cascadeur, which I'm liking a lot. This wasn't a very easy animation because of the slow and subtle steps, turning around and sitting down with legs dangling from a dangerous ledge (or less-spectacularly: a kitchen table) but I'm fairly happy with this one, considering I rarely do any animation myself. I've still got a lot of other takes to practice on.
Other than the animation, it was a blast to just do some regular old worldbuilding in the engine with megascans, displacing my geometry with Quixel textures and creating backdrops with Gaea 2. Sometimes you can get stuck on a tricky client project within Unreal, that'll have you shiver when you open up the engine in the morning (for different reasons) and it's a great idea to remind yourself now and then, how extremely fun it can be to just play around in Unreal.
I've also had to edit my clothing workflow to fit the new Metahuman creator pipeline within the engine, and however much I love marvelous designer; maybe I should start figuring out how to do these cloth sims within Unreal instead...