Capcom’s cutscene process for the 2019 remake of Resident Evil 2 shows a DCC/Engine pipeline involving both MotionBuilder and Maya, with the former used for mocap and scene editing and the latter for facial animation and simulation like hair.
Characters variation was implemented into the RE engine via this editor. Different assets could be assembled into maya at scene load time.
It’s interesting to see the difference between the RE2 facial rig and Devil May Cry V which released the same year. Devil May Cry V was using the 3Lateral rig.
Perhaps the best snippet of information is that gameplay animations are primarily mocapped from Capcom animators who receive in-house stunt training.
All info from the Autodesk Area Japan post here.