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







