February was all about momentum, moving from basic locomotion (Walk, Run, Sprint) to advanced moves like Crawls and Somersaults. The core challenge was mastering Root Motion calculations to eliminate foot sliding and ensure perfect engine velocity. The library is growing fast, and seeing the character jump and roll is incredibly rewarding!
In games, do you prefer realistic movement or flashy acrobatics?
#Animation #IndieDev #UnrealEngine #UE5 #Maya #GameAnimation #ProcessOverPerfection