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 →Animation systems R&D
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
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
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.
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 →Research into more flexible approaches to representing and interpolating complex motion spaces.
Related rig work →Research into stable, controllable approaches to combining physical simulation with authored motion.
Exploring workflows that connect DCC authoring with real-time runtime evaluation.
Reel
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 reelWriting
Deep dives into engine internals, solver math, and the architecture decisions behind each tool.