Especially for interactions with objects, it can be very useful to fine-tune the location and or rotation of inidividual body parts. To achieve this, we can add offsets to sections of the ControlRig using the UE sequencer. (In this case, UE 4.27 was used)
## I. Prepare the Work Space
1. Create a new Level Sequence ```Cinematics->Add Level Sequence```
1. Create a new Level Sequence ```Cinematics->Add Level Sequence```\
2. Drag-and-Drop the Metahuman you would like to preview the animation with into the Sequencer
3. For ease of use open the *MH_CR_Picker* plugin located in ```MetaHumans/Common/Common/Utilities``` with Right-Click->Run Editor Utility Widget. You can then place the tab in a convenient spot in the editor. Using this plugin, you can select the bones for which you need to adjust the positions. In the top left, select your actor.
3. For ease of use open the *MH_CR_Picker* plugin located in ```MetaHumans/Common/Common/Utilities``` with Right-Click->Run Editor Utility Widget. You can then place the tab in a convenient spot in the editor. Using this plugin, you can select the bones for which you need to adjust the positions. In the top left, select your actor.\
1. Right-Click in the timeline on the Control Rig Track (in the "Body" section), hover over "Import Anim Sequence Into This Section" and select the animation you would like to edit
2. Now add an additive Track (Click on the "+ Section" in the MetaHuman_ControlRig line and select "Additive"). This is where we can add offsets to edit the animation.
1. In the sequencer right-Click in the timeline on the Control Rig Track (in the "Body" section), hover over "Import Anim Sequence Into This Section" and select the animation you would like to edit\
2. Now add an additive Track (Click on the "+ Section" in the MetaHuman_ControlRig line and select "Additive"). This is where we can add offsets to edit the animation.\
2. On the left of the screen, in the animation tab the Location, Rotation, Scale values are shown. You can either edit those values directly (more fine-grained control) or change the position within the preview window. Your edits will be applied on the additive track.
**Note:** The edits will be applied onward from the point in the timeline, where the cursor is positioned. If you want to apply the edits to the entire animation, place the cursor at the start and keep it there.
## IV. Export the Edited Animation
1. Right-Click on the "Body"-Entry in the sequencer, select "Bake Animation Sequence" choose a location and save with default settings.
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1. Right-Click on the "Body"-Entry in the sequencer, select "Bake Animation Sequence" choose a location and save with default settings.\
- Here, using keyframes was not covered. For more info about keyframes, have a look at the UE documentation on [keyframes](https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/Sequencer/Overview/Keyframing/) and the UE documentation linked below
- The UE documentation on [Sequences for Control Rigs](https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/ControlRig/Sequences/)