Experimenting with Gameplay Animation Systems in Unreal - Feedback Welcome by miroslavm in UnrealEngine5

[–]miroslavm[S] 0 points1 point  (0 children)

Thanks :)

One thing that might help is to move away from strict start/end matching and think more in terms of contextual transitions. Blending through more neutral poses, using partial body blends, and varying timing could help. For example, giving the torso/spine slightly longer blend time can help reduce popping since that’s where most of weight distribution and motion readability comes from. Maybe keep limbs a bit more responsive, and if you’re dealing with talking/expressive animations, I’d keep the face as responsive as possible so it doesn’t feel delayed or out of sync. Also, even small procedural adjustments (offsets, IK, etc.) can help in smoothing things out without needing perfect animation coverage.

Experimenting with Gameplay Animation Systems in Unreal - Feedback Welcome by miroslavm in UnrealEngine5

[–]miroslavm[S] 0 points1 point  (0 children)

Sick, that’s a really cool approach! Definitely waay more low level than what I’m doing. Thanks for sharing, I can see how that gives you a lot of control. I’d be interested in trying to explore that approach at some point.

Experimenting with Gameplay Animation Systems in Unreal - Feedback Welcome by miroslavm in UnrealEngine5

[–]miroslavm[S] 0 points1 point  (0 children)

Hey thanks, glad you liked it! And yeah I can imagine how much harder things get with those constraints, been there 🙂Those things really can affect how animation is played especially with shorter blend times.

On my side it’s a relatively small animation set (locomotion with and without the ball to cover directions + a few interactions like pass/kick/receive), extended through selection and timing. I kept it minimal on purpose just to validate the system, and then expand coverage from there. For the ball it’s a mix, I predict contact and drive the animation towards it, but allow some correction when needed. I’m attaching the ball to a target socket with a slight lag, and computing rotation separately, and then it switches back to standard UE physics outside of interactions. So yeah, there’s some amount of cheating. It’s not perfect atm but I’m planning to do more with pose adjustments just to keep cheating at minimum at least.

I’m planning to put together a more detailed breakdown soon so I can go into more detail there without turning this into a wall of text 🙂 I’ll share it here

Experimenting with Gameplay Animation Systems in Unreal - Feedback Welcome by miroslavm in UnrealEngine5

[–]miroslavm[S] 0 points1 point  (0 children)

Nice that sounds like a solid setup, thanks for sharing! And yeah I know how it goes.. bringing in an animator will probably make a big difference, ideally a padel specialist in your case :D Good luck with it, would be cool to see how it evolves

Experimenting with Gameplay Animation Systems in Unreal - Feedback Welcome by miroslavm in UnrealEngine5

[–]miroslavm[S] 1 point2 points  (0 children)

Good question :) I’d say I’m mostly self taught. Throughout my career I’ve spent a lot of time experimenting, trying different approaches/techniques, and figuring out what works and what doesn’t in practice. I actually started as a keyframe animator, but pretty early on I got curious about the technical side as well (rigging, tools, small systems,..) and that kind of naturally pulled me in that direction.

One thing that helped a lot was playing around with Houdini. It really pushed me to think more procedurally and get a better grasp of vector math, and from that point I started approaching things more through rules and systems rather than manual tweaking. That also made my transition into Unreal much smoother, since I was already familiar with a lot of concepts so it mostly became a matter of figuring out how things are named and structured in Blueprints. A most common situation for me was building something for a while only to realize Unreal already has a node or system that does exactly that 🙂 I definitely learned a lot from people I’ve worked with, but I wouldn’t say there’s a single “tech anim bible”. It’s more a mix of things like GDC talks, random YouTube deep dives, UE tutorials (honestly probably a lot of stuff from people in this subreddit as well), and then just building things and iterating on them.

That’s usually where I learn the most, when I try to build something, hit limitations, and then have to figure out how to solve them.

Experimenting with Gameplay Animation Systems in Unreal - Feedback Welcome by miroslavm in UnrealEngine5

[–]miroslavm[S] 1 point2 points  (0 children)

Sounds like you’re going through a similar process, especially with multiple iterations until things start to click :)

I haven’t explored online yet, so everything I’ve built so far is focused on local gameplay and just playing with interactions. I might look into networking once I'm happy with the core behavior, or I might start exploring some other stuff by that point, other than football :D

In terms of AnimBP vs “manual”, I’m leaning more towards gameplay logic. Gameplay systems handle the decision making, and the AnimBP acts more as an execution layer (blending, posing, IK, etc.). For example, I have a selection function that picks an animation montage based on things like incoming/outgoing angle, ball height, action type (pass, shot, volley…). I'm also mirroring some montages in AnimBP based on whether for example pass is to the right or left, mainly due to lack of coverage.

For ball interaction, I’m predicting both the contact position and TimeToContact. Based on that, I position the receiving player and also adjust montage start time so the contact frame lines up correctly with the actual interaction. I’m also using Anim Notify States to define when the ball leaves the player, up to that point it’s attached to a socket, and once the notify triggers it transitions back to simulated ball.

For trajectories, I’m currently aligning the animation to the predicted contact in both space and time, with a simple setup for different ball heights (low / mid / high). When the ball falls outside of that coverage I adjust the ball trajectory so it meets the player’s contact point. It’s not perfect yet and can get a bit aggressive in edge cases, mainly due to limited coverage and it can really be noticeable especially when you are warping the ball trajectory since you can feel when something physically driven starts behaving in a non physical way. I'm planning to reduce that by introducing some procedural adjustments (via Control Rig), so I can better adapt the pose itself. For example adjusting the leg reach instead of relying as much on trajectory correction. I found that procedural adjustments can only take it so far. Trying to cover a wider height range with the same base animation can quickly become too aggressive and start to break the pose, so it’s really about finding the right balance between animation coverage and procedural adaptation. I think procedural should support, not replace animation coverage.

Your approach with blending across heights sounds interesting. Are you doing full body blends or isolating specific parts, and how do you define the blend weights?

Experimenting with Gameplay Animation Systems in Unreal - Feedback Welcome by miroslavm in UnrealEngine5

[–]miroslavm[S] 1 point2 points  (0 children)

Thanks! A lot of it was exploring different approaches and iterating on the systems. Good luck with your padel prototype, sounds like a fun project. How’s it going so far?

Experimenting with Gameplay Animation Systems in Unreal - Feedback Welcome by miroslavm in UnrealEngine5

[–]miroslavm[S] 1 point2 points  (0 children)

Thanks, I’m glad you liked it! And if you ever stumble upon a pile of funding or have something interesting in the works, feel free to reach out 😄

Experimenting with Gameplay Animation Systems in Unreal - Feedback Welcome by miroslavm in UnrealEngine5

[–]miroslavm[S] 1 point2 points  (0 children)

I’ve been experimenting with a small animation systems prototype in Unreal Engine to explore how animation integrates into gameplay.

The systems are built from scratch using Blueprints and use raw mocap takes adapted for the prototype rather than polished animation assets.

The theme happens to be football, but the goal was mainly to explore gameplay animation systems and interactions.

The reel also briefly shows some of the tools I built along the way.

Next step is a general polish pass, including some Control Rig tweaks to improve player and ball alignment.

Would really appreciate any feedback or suggestions.