I will create procedural animation and inverse kinematics


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
Game Developer
- FromAlgeria
- Member sinceApr 2023
- Avg. response time1 hour
Languages
English, Arabic, French
My Portfolio
Other Game Development Services I Offer
FAQ
Unity or Godot?
Both. Unity in C#, Godot 4 in GDScript. Say which in your message.
Can you use Unity's built-in Animation Rigging package?
Yes, or a hand-written analytic solver. Hand-written is faster and gives exact control over the elbow — I'll recommend based on your rig.
My rig has unusual bone names / a weird hierarchy.
Fine. Solvers get bones by name at init; I'll adapt to whatever your rig uses. Send the FBX and I'll confirm before you order.
Will this work with my existing animations?
Yes IK layers on top of clip playback via pose overrides. Your clips keep playing; the solver corrects the chain afterward.

