Technical Animation

Runtime work in Unreal Engine: correctives, dynamics, and Control Rig.

Hose Cable Dynamics

CCDIK in the Anim Blueprint — hoses bend and follow their attach points with no cloth or physics sim.

Setup — the hose chains solving in the Anim Blueprint, with bones shown.
In game — Arbor's backpack hoses staying connected through live gameplay.
  • Each hose is a joint chain solved by its own CCDIK node, from its start joint to an effector at the hose's attach point.
  • Transform (Modify) Bone then pins each hose end exactly onto that point, so the connector never drifts off it.
  • Left and right hoses run as separate chains, each with its own target location and blend weight.
Anim Blueprint graph: two CCDIK nodes solve the left and right hose chains toward their hose locations, then two Transform (Modify) Bone nodes pin the hose ends

Anim Blueprint graph — click to enlarge.

Knee Pad Correctives

Bone Driven Controllers in the Anim Blueprint — no simulation, near-zero runtime cost.

Before — the rigid pad clips into the thigh as the knee bends.
After — corrective bones ride the knee and clear the thigh.
  • The knee's rotation drives three corrective bones on the pad:
  • Rotate — follows the knee at 0.5×.
  • Push up — 0.05 per degree of knee bend.
  • Push out — −0.025 per degree, so the pad slides off the thigh instead of through it.
Anim Blueprint graph: the knee bone drives three Bone Driven Controller nodes for the knee pad's rotation, push-up, and push-out

Anim Blueprint graph — click to enlarge.

More Runtime Work

Real-Time Physics

Dynamic secondary-motion setups using Chaos Physics and AnimDynamics.

Pose Driver / RBF

Pose Driver Connect drives accessories from the body's pose for high-fidelity behavior at runtime.

Control Rig

Control Rig setups in Unreal for in-engine animation and procedural runtime adjustments.