Animation systems R&D

Runtime animation tools, forged for production.

IK solvers, ragdoll stability, N‑dimensional blend spaces, and Maya↔Unreal pipeline tooling — built in C++ against real engine internals, shipped as drop‑in components.

live: damped least-squares IK · 6 bones · λ = 0.35 · move your cursor

Tools

Built where Unreal stops

Each tool targets a specific gap in the stock animation toolset — and each one ships with the engineering notes explaining how it works.

Shipping

DLS IK Solver Node

A damped least-squares IK AnimNode with axis-angle Jacobian error computation. Stable near singularities where CCD and FABRIK degrade, with per-chain damping control.

Technical notes →
In development

RBF Blend Space

N-dimensional blend spaces via radial basis function interpolation — past the 2D ceiling of Unreal's Delaunay-based blend space assets. Engine-portable core solver.

Technical notes →
In development

Ragdoll Stability Stack

Drop-in components for ragdoll lifecycle: state-machine driven blend in/out, impulse-based contact detection, rolling-velocity settle detection, and per-joint drives.

Technical notes →
R&D

AnimForge WarpViz

Bidirectional Motion Warping visualization between Maya and Unreal. Warp targets are evaluated natively in-engine and returned to Maya as a transparent animation layer overlay.

Technical notes →

The lab

Prani — an animation engine built to answer questions

Prani is a lightweight, multithreaded, ECS-based animation engine built from scratch — a research sandbox for iterating on IK, blending, and pose pipelines at compile times Unreal can't match. Algorithms are validated here first, then shipped as engine plugins.

Inside the lab
  • ECS core — EnTT registry with deferred structural changes at sync points
  • Task parallelism — Intel TBB parallel_for across pose evaluation
  • Rendering — Raylib 6 with skeletal blending, composited into tooling UI
  • Purpose-built — every subsystem exists to test an animation technique faster

Writing

Engineering notes, not marketing copy

Deep dives into engine internals, solver math, and the architecture decisions behind each tool.

Contracts

Need an animation systems engineer?

Available for contract work on runtime animation systems, physics animation, and DCC pipeline tooling — UE5 C++, Maya API, C#, Python.

contact@animforgesystems.com LinkedIn — Varma Dandu GitHub — glory2win