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Unreal Engine · Blueprints · Solo Project · Animation Systems

PROCEDURAL
SPIDER
ANIMATION

Inverse Kinematics Unreal Engine Blueprints Personal Project Ongoing

A fully procedural animation system for a multi-legged creature in Unreal Engine — each leg independently solves for realistic ground contact using inverse kinematics, adapting in real time to any terrain.

Overview

This project was built out of personal interest to deeply understand animation programming — specifically how to make creatures move in a way that feels physically believable without relying on pre-authored animation clips. The result is a spider that walks entirely through real-time computation, with no keyframed animations involved.

The system is implemented in Unreal Engine using Blueprints, and uses inverse kinematics (IK) as its core technique — a method where you define where a limb should end up, and the system works backward to figure out how each joint must rotate to get there.

Key Features & Techniques