Tools

The AnimForge toolkit

Runtime animation components for Unreal Engine and pipeline tooling for Maya. Each entry below links its demo video and the engineering notes behind it.

01 · Shipping

DLS IK Solver Node

A damped least-squares inverse kinematics AnimNode. Where CCD twists and FABRIK drifts near singular configurations, DLS regularizes the solve — the damping term trades a small amount of tracking accuracy for unconditional stability at full extension and near joint limits.

The error term is computed in axis-angle space via the rotation log-map, the same formulation the engine's Physical Animation Component uses internally for its orientation drives — which makes solver behavior predictable when the two interact.

[ demo video — YouTube embed goes here ]
  • Solver — damped least-squares with per-chain λ control
  • Error term — axis-angle (log-map) Jacobian error computation
  • Stability — well-behaved near singularities and full extension
  • Integration — standard AnimGraph node, LOD-aware evaluation
  • Platform — Unreal Engine 5, C++

02 · In development

RBF Blend Space

Unreal's blend space assets stop at two dimensions — the Delaunay triangulation and barycentric weighting they're built on doesn't generalize past 2D. Real gameplay parameters don't stop at two: aim yaw, aim pitch, lean, speed, stance.

The AnimForge RBF Blend Space node interpolates sample poses in N dimensions using radial basis functions with cardinal interpolation, clamp-and-renormalize negative weight handling, and top-k pruning to bound runtime cost. The core solver is a standalone, engine-independent library — built for portability to Unity and custom engines from day one.

[ 2D weight-field visualizer clip goes here ]
  • Dimensions — N-dimensional input, past the stock 2D ceiling
  • Kernels — Gaussian and polyharmonic, per-asset selectable
  • Weights — cardinal interpolation with clamp-and-renormalize
  • Runtime cost — top-k sample pruning with bounded evaluation
  • Portability — standalone C++ solver, engine adapters on top

03 · In development

Ragdoll Stability Stack

Getting into ragdoll is easy. Getting out — cleanly, on time, without jitter — is where projects burn weeks. The stability stack is a set of layered, drop-in ActorComponents that own the full ragdoll lifecycle.

RagdollStabilityComponent drives a BlendingIn → Active → Settling → BlendingOut → Done state machine with impulse-accumulator contact detection and rolling-velocity settle detection — because native physics sleep is not a reliable settle trigger. A companion joint-drive layer adds per-joint orientation targets with independent swing/twist gains.

[ ragdoll settle & recover demo goes here ]
  • Lifecycle — explicit state machine, Blueprint-assignable events
  • Settle detection — ring-buffer velocity window + hard timeout
  • Contacts — impulse-accumulator based, filters resting chatter
  • Joint drives — per-joint targets, separate swing/twist gains
  • Integration — pose snapshot & blend logic built in, Chaos physics

04 · R&D

AnimForge WarpViz

Motion Warping decisions get made in Unreal, but animation gets authored in Maya — and animators can't see what warping will do to their work until it's in engine. WarpViz closes that loop.

On request, a pre-configured Unreal evaluation level natively evaluates the warp targets and returns the warped root trajectory and pose trail back into Maya as a transparent animation layer overlay — the animator sees engine-accurate warping directly in their authoring viewport. Snapshot request-response, not fragile per-frame streaming.

[ Maya ↔ Unreal warp overlay demo goes here ]
  • Direction — bidirectional Maya ↔ Unreal bridge
  • Evaluation — native in-engine warp evaluation, exact parity
  • Overlay — warped trajectory + pose trail as a Maya anim layer
  • Architecture — on-demand snapshot evaluation, no streaming loop
  • V1 scope — root motion trajectory visualization

Want release updates?

Tools land on the marketplace as they ship. Follow along, or get in touch if you want early access for your team.

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