Rig, animation cycles, retargeting results, and in-game integration
Character Demo Reel

"Jiggle Setup" for adding additional weight to animations

Heavily Modified Retarget Asset
Next I apply a spring-bone setup on the spine to introduce natural jiggle and a sense of weight, then re-export the sequence so the secondary motion is baked in.
Lastly I clean up the animation curves for seamless looping and integrate the finished clip into the game. This process lets me take standard animations and make them feel custom and dynamic with minimal manual effort.

Original Animation vs Custom Retargeting Pipeline

Auto Retargeted Animation vs Custom Retargeting Pipeline

A few nodes to compute the scale factor and careful weight painting blends the deformation into the mesh. The result is an automatic, realistic muscle bulge on every bend, adding subtle polish without any manual keyframing.



Default and Additive slots leading into my output pose.
These are all applied to my cached Locomotion output.

State Machine and Orientation Warping setup for proper turning.
Orientation Warping allows me to use only 4 directions of animation, and orient the pelvis to turn it into full 360 degrees.

All variables are retrieved through the "Blueprint Thread Safe Update Animation" function for optimal performance.


When the character gets bashed by Juvenate, I wanted them to get knocked down to the ground.
This is all handled through the state machine seen on the left