Procedural Animation

This page is dedicated to an experimental project I worked on, a procedurally animated walk-cycle for a humanoid character. The reason I say experimental, is because this was mainly a challenge I took in order to further my understanding of Unreal Engine 5, but also improve general skills in terms of adaptability, versatility and all-around understanding of more complex system building.
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Below you can read an analytical list of the systems and functions worked on throughout the process of this project. (There's also a video further below.)
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- Basic Leg IK
- IK both legs in a loop
- Rotate Around Point Function
- Set Foot Transformations Function
- Foot Platform Traces and Rotation
- Rotate Bone around Foot
- Ball Rotation/ Tip Rotation/ Heel Rotation
- Rotate Foot around Ball
- Rotate around Tip toes
- Rotate around Heel
- Calculate Velocity function
- Calculate World Velocity
- Convert into Rig Space Velocity
- Lock Feet Locations to ground
- Calculate Foot Target Location
- Basic Time Cycle (for walk-cycle loop)
- Lock Feet using Booleans (one by one)
- Unlock Feet
- Predict Foot Landing Spot Basic
- Manage Stride Length
- Predict Character Movement for Foot Traces
- Basic Foot Spline
- Dynamic Cycle Time
- Foot Swing Time as Percentage
- Velocity based Spline Diagram
- Advanced Foot Spline
- Pelvis Motion Set Up
- Pelvis Sin Cycle Loop
- Pelvis Up/Down offset
- Pelvis bounce based on Speed
- Pelvis Right/Left Swing
- Shoulder Swing Compensation
- Neck Rotation
- Rotate Pelvis to Match Active Foot
- Create Vector Lerp for Velocity
- Velocity Smoothing
- Sideways Movement foot rotation
- Relax Foot Mid Air
- Basic Foot Avoidance
- Dynamic Stride Length
- Arm Motion Setup
- Arm IK Setup
- Arm Swing
- Arm Swing sync
- Arm Swing based on Speed
- Reduce Swing running backwards
- Shoulder bounce
- Leaning
- Sideways Arm Movement
- Sideways Pelvis Movement
- Pelvis Tilt
- Extra Smoothed Velocity
- Smoother Interpolation
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Below you can watch a video of the procedural animation walk-cycle.