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2025 · Real-time Animation System

Procedural Animation

A Blueprint-based procedural walking system that places feet from speed and environment traces, adapting to different characters with similar rigs.

Year
2025
Type
Real-time Animation System
Procedural Animation hero artwork

Overview

What I built and why.

A Blueprint-based procedural walking system that places feet from speed and environment traces, adapting to different characters with similar rigs.

My responsibilities

My contribution.

Technical breakdown

01

System overview

A Blueprint-based procedural walking system that places feet from speed and environment traces, adapting to different characters with similar rigs.

Tools

Technical stack.

Process gallery

Images and their original notes.

Procedural Animation — Blueprint Node Overview, image 1Procedural Animation — Blueprint Node Overview, image 2Procedural Animation — Blueprint Node Overview, image 3Procedural Animation — Blueprint Node Overview, image 4

01

Blueprint Node Overview

This procedural animation system is built in Unreal. Instead of using keyframe animation, everything is calculated in real time with Blueprints. The system takes the character’s foot bones and root bone as inputs, then figures out where the feet should go based on the character’s speed and a sphere trace. After that, it snaps the feet to the right spot. I also added some extra details, like a bit of head sway and some shoulder rotation.

The cool thing about this setup is that the feet actually react to the environment—they can detect surfaces and land on objects naturally. And because the system only needs a few basic inputs, it can work on pretty much any character with a similar rig.