Skip to content
Nichita Cebotari edited this page Aug 25, 2025 · 9 revisions

Portfolio: Procedural Animation & Inverse Kinematics in Unity

Author: Nichita Cebotari

Project Duration: August 1st, 2025 - August 25th, 2025 (Total Hours: 80+)

Core Technologies: Unity, C#, Unity Animation Rigging Package, Custom IK Solvers


Project Overview

This portfolio documents the research and implementation of procedural animation systems using Inverse Kinematics (IK) in Unity. The project progresses from a practical study of IK principles to the development of two distinct creatures: a simple, ground-adaptive spider and a more complex, dynamically-behaving gecko. The primary goal was to create believable, real-time motion that adapts to the environment without relying on pre-made keyframe animations.

Final Demonstrations

Advanced Creature: Dynamic Locomotion & Awareness

This gecko demonstrates a modular architecture of multiple procedural systems working in concert. It features a fully procedural walk cycle, dynamic body orientation to uneven terrain, reactive tail motion, and independent head/gaze tracking.

gecko_FOLLOW-ezgif com-optimize

Simple Spider: Ground Adaptation & Gait

This initial prototype demonstrates the core principles of an IK-driven gait. It uses a tripod walk pattern and raycasting to allow each of its 8 legs to find its footing on varied surfaces, while the body dynamically adjusts its height.

spider_UPSIDE


Project Breakdown & Learning Outcomes

This project was structured around three core learning outcomes, each documented in detail on a separate page.

  • An investigation into the foundational concepts of IK, focusing on a hands-on approach with official Unity tutorials and tooling research.

  • The first practical application, focusing on ground detection, a tripod gait algorithm, and dynamic body positioning for an 8-legged creature.

  • The implementation of a complex, multi-layered procedural system for a gecko, incorporating advanced behaviors like target following, reactive tail animation, and independent gaze control.