Craig Inverse Kinematics


Author - Cameron Euston


The Issue:

For our boss fight we needed the boss to attack an area on the ground. We already had the boss attacking the area but we did not have the animations implemented for it yet. The only issue was the animations did look like it hit the spot that actually did damage. This was also not a custom animation so we could not have the animation have the exact motion that we wanted.

The Solution:

The solution that I came up with was to use Unreal's inverse kinematics systems with a two bone IK. This allows me to have Craig's hand to land where I want it to. I also had to slowly increase the alpha of the IK as the animations reach the impact point. I would then slowly decrease the alpha for the hand to return to its original position.

(Below is the final result of the attack animation)

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