I will create procedural animation and inverse kinematics

M
mezragyasser
M
mezragyasser
Yasser

About this gig

Hand-keyed animation clips break the moment the world moves. Procedural

animation doesn't it solves the pose at runtime, so hands land on the

actual grip, feet land on the actual slope, and the gun follows the

actual aim.


I write these systems in Unity (C#) and Godot 4 (GDScript).


WHAT I BUILD

- Two-bone IK arms: analytic solver, pole-vector elbow control, reach

clamping so the mesh never tears

- Weapon viewmodels: sway, bob, recoil, ADS blending, procedural reloads

where the off-hand actually travels to the magazine and back

- Foot IK: ground alignment, step prediction, slope and stair handling

- Look-at and aim-offset chains with joint limits

- Finger grip posing driven by the weapon, not by a fixed clip


In my Godot FPS the entire reload is procedural: the launcher cants so

the barrel mouth clears itself, the left hand leaves the grip, fetches a

ball, pushes it into the mouth, and returns four times, on a timeline,

with the elbow pole nudged down to keep the upper arm out of frame.


Send me your rig and what it should do. I'll tell you if it's solvable.

Get to know Yasser

Yasser

Game Developer

  • FromAlgeria
  • Member sinceApr 2023
  • Avg. response time1 hour
  • Languages

    English, Arabic, French
I'm Yasser, a software and game developer specializing in building interactive experiences, cross-platform applications, and modern web solutions. I enjoy turning ideas into polished products that are scalable, intuitive, and enjoyable to use. With over four years of experience in game development, I've developed projects ranging from casual mobile games and desktop titles to VR experiences. Beyond implementation, I have a strong interest in game design, creating mechanics and systems that keep players engaged while delivering a smooth user experience.

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