A collection of my animation works. Includes gameplay animation systems, pipeline studies, VR facial setup, and character animation exercises.
Repository Overview
A collection of animation projects, covering both code-driven implementation and manual keyframe animation. This page documents technical tests, learning projects, and coursework.
1. Hybrid Physics-Animation System (UE5)
Project: “Craftopia” Technical Test(2025-06-20)
A technical prototype implementing a combat loop with physical hit reactions.
Physics Blending: Configured a blend profile where the lower body is Kinematic (animated) while the upper body simulates Physics upon impact.
Movement Constraint: Locked root movement during attack states to prevent foot sliding.
Camera Smoothing: Used FInterp to smooth camera rotation when locking onto targets.
2. Animation Architecture Study (Unity)
Project: LearnDarkSouls (2022-11-30)
A learning project recreating Souls-like mechanics to study Unity’s animation system and asset pipeline.
Locomotion: Implemented a Blend Tree using linear interpolation to handle inertia and movement speed.
Pipeline: Handled Blender-to-Unity workflow, including skeleton rigging, retargeting, and fixing normal orientation issues.
Tooling: Wrote scripts for automatic bone socket binding to attach weapons.
3. Character Animation Short (Blender)
Project: University Coursework (2023-11-25)
A standard university assignment practicing manual animation.
Keyframing: Manually animated character movements and actions.
Execution: Focused on completing the required character performance.