![UnrealEngine - Strider - Animation Warping UnrealEngine - Strider - Animation Warping](https://www.gfxtra31.com/uploads/posts/2024-06/171904754566769579c8988.png)
![UnrealEngine - Strider - Animation Warping UnrealEngine - Strider - Animation Warping](https://www.gfxtra31.com/uploads/posts/2024-06/17190475466676957ad7fc2.png)
![UnrealEngine - Strider - Animation Warping UnrealEngine - Strider - Animation Warping](https://www.gfxtra31.com/uploads/posts/2024-06/17190475476676957bcc1d4.png)
![UnrealEngine - Strider - Animation Warping UnrealEngine - Strider - Animation Warping](https://www.gfxtra31.com/uploads/posts/2024-06/17190475486676957cc93ef.png)
![UnrealEngine - Strider - Animation Warping UnrealEngine - Strider - Animation Warping](https://www.gfxtra31.com/uploads/posts/2024-06/17190475496676957dbf470.png)
![UnrealEngine - Strider - Animation Warping UnrealEngine - Strider - Animation Warping](https://www.gfxtra31.com/uploads/posts/2024-06/17190475506676957ec1531.png)
![UnrealEngine - Strider - Animation Warping UnrealEngine - Strider - Animation Warping](https://www.gfxtra31.com/uploads/posts/2024-06/17190475516676957fbd063.png)
**New Release v1.11 ** Foot locker node for locking character feet in world space to reduce foot sliding. Strider is a procedural animation warping plugin that enables developers to modify the stride and pose of a character at runtime to improve animation coverage and dynamics. It achieves this via 5 custom animation nodes that can be placed into any animation blueprint with very little effort. Each node is written in C++ and optimised for best performance. Please watch the following videos for a details: Each individual node has a specific purpose. The 'Stride Warp' node scales the stride (gate) of character to change their speed without foot sliding or play-rate changes. 'Orientation Warp' nodes can be used to make animations move in a different direction while still facing the same way. 'Slope Warp' nodes can warp the pose to conform to a slope. 'Acceleration Warp' nodes can be used to simulate a lean into character accelerations and deceleration. Finally, 'Bank Warp' nodes can bank the pose so it looks like it is moving in arcs without actually having those animations. All of these nodes can be combined in creative ways to reduce animation requirements, state machine complexity and expensive blend spaces.
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