


Research & Development
Our goal was to push the boundaries of character realism by simulating how muscles behave under different conditions flexing, stretching, and contracting and integrating them seamlessly with skeletal animation.


Muscle Rig Setup
We began by creating a custom muscle rig tailored to the character’s anatomy. Each major muscle group was designed to respond dynamically, rather than relying on static shape keys. This allowed us to capture the subtle bulges and contractions that occur during movement.

Secondary Motion Simulation
Beyond the base rig, we added physics driven secondary motion, ensuring muscles responded naturally under stress such as when bending, lifting, or stretching. This layer of realism added weight and believability to the animation, preventing stiffness in character performance.

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Skin & Muscle Interaction
To ensure a smooth result, we worked on blending muscle deformation with the character’s skin and skeleton. By fine tuning how the skin wrapped and stretched over the muscle simulation, we created a more natural look that closely mirrors real anatomy.
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To bring more realism and depth to our characters, our team conducted R&D on muscle systems, focusing on natural body movement and deformation. Using Blender for setup and Unreal Engine for real-time testing, we developed a system that enhances the believability of animations without compromising performance.
Our Process:
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We designed and rigged a custom muscle system in Blender, adding secondary motion and volume preservation for realistic joint movement.
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The system was integrated into Unreal Engine, where we tested muscle behavior under different animations and body types.
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We paid special attention to skin sliding, flexing, and tension, ensuring the motion looked organic in both idle and dynamic states.



The Outcome:
The muscle system significantly improved the visual quality of our characters especially in close-up shots, slow motion, and action sequences. It adds a subtle but powerful layer of realism that takes our real-time characters to the next level.
What’s Next:
This muscle setup will be part of our future character rigging pipeline, especially for projects that require high detail and expressive motion. We’re also exploring ways to combine it with cloth and physics simulations for even more dynamic realism.
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