Friday, 31 July 2026devblog

Bend the animation to the ball

Motion Warping on all ten turn animations, contact events authored per animation, and every touch declared by the clip itself. No radius guessing anywhere.

BEND THEANIMATION

Rebuilt how the ball and the player's feet actually talk to each other.

  • Motion Warping on all ten turn animations. The montage now bends the player's path mid-turn so the boot arrives at the ball, instead of the ball being dragged to wherever the animator drew it.
  • Every contact is authored on the animation itself: which frame, which foot, which part of the boot, and whether it carries the ball (a sole on a drag-back) or strikes it (the inside of the foot on a 90).
  • Each contact declares how close the player needs to be. A sole on top of the ball, an inside-foot redirect and an outside-foot push all reach differently.
  • Touches are credited only to the foot the animation is actually dribbling with. Crediting whichever boot passed nearby meant the ball got kicked on every step.
  • Sideways and forward correction are capped separately. Pushing the ball across your line keeps it. Pushing it forward is how you lose it.
  • Touch strength scales with your speed. The ball has to leave the foot faster than you are running just to stay ahead.

Everything the ball does is now declared by the animation. No radius guessing anywhere.

The insight that unlocked it: I spent three days trying to get the ball where the animation expected it. Contact radii, lead distances, prediction, gather blends. None of it held, because the ball's position depends on how you were dribbling and no fixed number covers that. Motion Warping inverts the problem. Don't move the ball to the animation. Bend the animation to the ball.

Shipped: Motion Warping on 10 turns · per-animation contact events · per-contact reach