Procedural Secondary Movement Animation in Unreal
Unreal Engine 4 / Blueprint, 2018
This animation blueprint created a easy way to implement variant animation languages such as squish and stretch, pose-favorite, mass of center translation...etc.
All animations are generated or modified using Unreal 4 Animation Blueprint. 
Related technics including:
● Knowledge of  IK system in Animation Blueprint.
● Raytrace in Blueprint.
● Vector-related math such as averaging vectors, direction of vector.
● Matrix-related math such as space switching from world space to object/component space and bone space.
● Ease in, ease out, smooth step methods in Animation Blueprint.
Procedural Locomotion Animation in Unreal Blueprint
Unreal Engine 4 / Blueprint, 2018
● Hand IK placement and Wall Climbing.
● Run on wall like a Ninja.
Adult Emu Character Rig
&
Procedural Secondary Movement
Maya / Unreal Engine 4 / Blueprint / Apex, 2018
Main character of "The Great Emu War" (2018), Suspicious Box LLC.
● Use Unreal's spine controller to generate movement data.
● Use  FARBIK component to create dynamic wave movements.
● All movement of eye bags, hairs, and tails is dynamically generated.
Hair Physics Stimulation
Maya / Unreal Engine 4 / NVIDIA Hairwork, 2018
● Use NVIDIA Hairwork to create animal fur.
● Fur set up in Maya using SHAVE AND A HAIRCUT.
● Fur rendered in a special edition of Unreal 4.16.
Cloth Physics Stimulation
&
Advanced Animation Retargeting
Maya / Unreal Engine 4 / Blueprint / Apex, 2018
● Resolve the key area of pain of animation retargeting.
● Use Maya to help the pipeline of Apex data creation.
Dragon Procedural Animation
Maya / Unreal Engine 4 / Blueprint, 2018
● Dealing space switching manually to change the animation's axis.
● The twist of body can following curves outside animation blueprint.
● Use SpineIK component to control bones.
● Unreal Engine 4 does not provide a easy way to make this animation follow a curve like what I show in the video. 
● To make this happen, I figured out a way to create a approximate simulation of the dragon following a curve without calculating too many information. 
● I grab the vector of the last frame and the current frame to calculate a additive curl animation to add on the original animation.
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