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

Philosophy

The systems beneath the motion

AnimForge Systems is an independent animation systems R&D studio focused on real-time animation, engine technology, and DCC tooling.

We build production-oriented tools for Unreal, Maya, and other real-time environments while maintaining our own research platforms for exploring algorithms and animation architectures across different runtime and authoring environments.

The goal is not to replace existing engines. It is to understand animation systems deeply enough to extend them, integrate with them, and build better tools around them.

Tools

Extending the animation stack

Every tool targets a specific problem in real-time animation — extending existing engine capabilities where needed, exploring new approaches where useful, and shipping with the engineering notes behind the implementation.

In development

DLS IK Solver Node

A damped least-squares IK AnimNode using axis-angle Jacobian error computation. Designed for improved stability near singularities and configurable per-chain damping.

Technical notes →
R&D

High-Dimensional Motion Blending

Research into more flexible approaches to representing and interpolating complex motion spaces.

Related rig work →
R&D

Physics-Driven Animation

Research into stable, controllable approaches to combining physical simulation with authored motion.

R&D

Authoring ↔ Runtime Feedback

Exploring workflows that connect DCC authoring with real-time runtime evaluation.

The lab

Building to answer questions

Announced soon..

Inside the lab

Reel

The engineering history behind these tools

Unreal Engine C++ animation programming, Maya API pipeline tooling, and procedural rig work — curated demos from the practice AnimForge's R&D builds on.

Watch the reel

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 YouTube — AnimForge