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Description Today’s dev stream is a wild dive into animation land for our indie game The Rend! We swap out the infamous “fluffy squirrel” hero with a new 2D character, wrestling Maya exports into Unreal while figuring out pivots, capsule sizes, and jump physics. It’s messy, fun, and full of “why is that broken?” moments—perfect for a late-night session. What we cover: Intro & Animation Plan – Swapping the squirrel, shout-outs to the Patreon crew, and animation goals. Maya Animation Setup – 2D card stacks, jump/run/idle frames, and the Naruto run detour. Unreal Import Chaos – Importing flipbooks, tweaking pixel-per-unit, and sizing disasters. Capsule & Pivot Fixes – Adjusting collision capsules, sprite scales, and foot-ground alignment. Jump Animation Debug – Fixing double-transform jumps, counter-animating in Maya, and capsule sync. 2D vs. 3D Experiment – Teasing a 3D skeletal mesh import for next time. Wrap-Up & Takeaways – Animation learnings, pipeline debates, and community Q&A. Raw indie dev: Crazy pivots, community insights, and a squirrel send-off! Big thanks to the chat regulars and Patreon crew who keep these late-night sessions rolling. 💜 Patrons, you keep the lights on Your pledges literally paid the new creature concepts—thank you! Join the chaos, vote on features, and get dev-stream replays: / askadev 💸 Tip Jar / One-off support https://www.paypal.com/donate/?hosted... 🗣️ Hop into the Discord Community Q&A, bug hunting, and the occasional meme: / discord Spreading the word is just as valuable—likes, shares, and comments help more than you know. 🙏 Thanks for riding shotgun on this rollercoaster. Next stop: ranged attacks, combo logic Chapters Intro & Animation Plan — 0:00 (Swapping the squirrel, shout-outs to the Patreon crew, and animation goals.) Maya Animation Setup — 1:09 (2D card stacks, jump/run/idle frames, and the Naruto run detour.) Unreal Import Chaos — 7:26 (Importing flipbooks, tweaking pixel-per-unit, and sizing disasters.) Capsule & Pivot Fixes — 10:28 (Adjusting collision capsules, sprite scales, and foot-ground alignment.) Jump Animation Debug — 50:22 (Fixing double-transform jumps, counter-animating in Maya, and capsule sync.) 2D vs. 3D Experiment — 56:05 (Teasing a 3D skeletal mesh import for next time.) Wrap-Up & Takeaways — 1:00:36 (Animation learnings, pipeline debates, and community Q&A.) #unrealengine #Blueprints #GameDevelopment #GameDesign #UnrealEngineTutorial #gamedev #virtualproduction #unrealengine5tutorial #animation #characteranimation