What is animation engineering?
summary
Overview of practical animation engineering: how skeletal animation is loaded and blended in C++/Unreal Engine, when to extract root motion vs drive characters by code, and how motion warping (Delta correction) stretches root trajectories so one jump clip covers many distances. Covers blend spaces, animation graphs (Lyra example), FABRIK inverse kinematics for foot placement, compression tricks like scale-dropping, and GPU instancing baked meshes (Ultimate Battle Simulator / Pokémon distance LOD) to save CPU/GPU.
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chapters (7)
- 0:00Introduction to animation engineering
- 7:56Animation blending techniques
- 14:44Root motion in character movement
- 24:02Motion warping and Delta correction
- 27:17Inverse kinematics basics
- 29:46Animation optimization strategies
- 36:39Q&A session
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