AnimMotion

Friday, July 4, 2025

Improving Unreal Engine's CPU Skinning Performance

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I've found some time to update the blog again. This time I want to show you how you can improve Unreal Engine's CPU skinning with ju...
1 comment:
Monday, June 16, 2025

Copying Animation Poses: std::Memcpy vs SIMD Load/Store?

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Introduction Animation poses are used many times during animation processing loop in a game engine. Many times being written and read, hundr...
Tuesday, December 26, 2023

Parallel Traversal of a Skeletal Animation Tree

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Intro In this post, I want to show a way to iterate a skeletal animation tree in a faster way but before jumping to the actual way of showin...
Tuesday, April 13, 2021

OGRE3D Animation System

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I finished writing my bachelor of science project more than 11 years ago. This was almost the time I was finishing my first video game proje...
Saturday, January 27, 2018

How To Implement Active Ragdoll

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You might have seen video game characters getting hit by a bullet or an explosion and turn into ragdoll while ending up in a pose very sim...
3 comments:
Sunday, December 24, 2017

Using Multiple Bones to Look At a Target in World Space.

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This post explains the details of a plugin I created for Unity3D. The plugin is about to have characters looking at a target in a biomechan...
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About Me

Peyman Massoudi
I work and study on both technical and artistic sides of real-time animations including ways to compute and optimize real-time animations, AI and Physics-Based animation, choreographed animation systems and sports bio-mechanics. In my blog I talk about both technical and artistic sides of animation and their application in the video games.
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