About

One engineer, all layers of the animation stack

AnimForge Systems is Varma Dandu — a senior animation engineer working across runtime systems, physics animation, and DCC pipeline tooling.

Background

I work at the intersection where animation, physics, and engine internals meet: AnimGraph nodes and solver math in Unreal Engine C++, constraint-level ragdoll work against Chaos physics, and Maya API pipeline tooling that connects DCC authoring to runtime behavior.

AnimForge exists because the gaps I kept engineering around in production — 2D-capped blend spaces, unreliable ragdoll settle detection, warping you can't preview in Maya — are gaps every animation team hits. The tools on this site are those solutions, productized.

Everything here follows the same method: validate the algorithm standalone with tests and visualizers, then integrate. The Prani lab engine is that method turned into infrastructure.

  • Runtime — Unreal Engine 5 C++, AnimGraph, Chaos, Motion Warping
  • Physics animation — PAC, constraint instances, ragdoll lifecycle
  • DCC pipeline — Maya API (C++ / Python), PySide2 tooling
  • Languages — C++, C#, Python
  • Also — Unity, custom engines, build systems (UBT)

Contracts

Work with me

Available for contract engagements: runtime animation features, physics animation systems, IK and procedural animation, animation pipeline and DCC tooling. Remote-friendly, based in the Helsinki area (EET).

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