A Real-Time Animation Toolkit With Blending, Root Motion Control, Interruption, Events, and Layering
Lechen GONG
Software Development
A Real-Time Animation Toolkit With Blending, Root Motion Control, Interruption, Events, and Layering
My project centered on building a fully playable third-person action game, in which the player takes on the role of a paladin fighting against boars in a combat arena.
The core goal was to create a responsive and engaging gameplay experience, with animation serving as a critical foundation to achieve that. Smooth and reactive character movement, impactful combat interactions, and believable enemy behaviors all relied heavily on a welldesigned animation system. While the animation toolkit I developed became a major technical component, it was always in service of the larger vision— delivering a polished and immersive action game.
real-time animation blending, root motion handling, and collision detection. I gained deep experience in animation systems and 3D math.
This project was incredibly beneficial for me, as it strengthened both my technical and design skills. It also gave me handson experience with building a complete game system from scratch. The animation toolkit developed here could be of great use in the video game industry, especially for studios creating custom game engines or prototypes, where full control over animation logic is essential to gameplay fidelity and responsiveness.
The project took several months and involved extensive work, from loading and processing FBX files to implementing
70 SOFTWARE DEVELOPMENT