Snake IK Prototype

Snake IK Prototype

Snake IK
Prototype

Physics driven animation

Interactive movement

In game rigging

IK Setup

IK Setup

IK Setup

The snake stands up with an Ik effector from the root bone in the head to the joint 3, leaving the rest of the body unaffected by the root movements

The snake stands up with an Ik effector from the root bone in the head to the joint 3, leaving the rest of the body unaffected by the root movements

The Head controller moves with the mouse inputs

The snake stands up with an Ik effector from the root bone in the head to the joint 3, leaving the rest of the body unaffected by the root movements

The Head controller moves with the mouse inputs

The Snake has a sliding mode, where the mouse inputs makes it turn and look up or down

The Snake has a sliding mode, where the mouse inputs makes it turn and look up or down

The Snake has a sliding mode, where the mouse inputs makes it turn and look up or down

Mouse Inputs feed into the animation blueprint and then into the control rig

Mouse Inputs feed into the animation blueprint and then into the control rig

The Snake has a sliding mode, where the mouse inputs makes it turn and look up or down

Tail Movement

Tail Movement

The Snake has 12 joints and uses "Substepping" to smooth the Physics motion

The Snake has 12 joints and uses "Substepping" to smooth the Physics motion

Offset values with the same curve, apply an impulse to consecutive bones


The impulse is directed to the right vector of each individual bone

Offset values with the same curve, apply an impulse to consecutive bones


The impulse is directed to the right vector of each individual bone

Offset values with the same curve, apply an impulse to consecutive bones


The impulse is directed to the right vector of each individual bone

Timeline

Timeline

Skeletal Mesh


Skeletal Mesh


Skeletal Mesh

Rigging and skinning made with the Skeletal Mesh Editor plugin