Decided to pull Brick into a modern UE5 pipeline to test out some real-time physics and clean up the workflow.
Honestly, a lot of the work was just ensuring the data held up in the Engine, fighting unit scale in Blender (😮💨) and ensuring the face morphs imported correctly so they could be driven by the AnimBP.
For the actual tech setup, I touched on several integration details, including using Sequencer to drive the morphs. I went with a hybrid physics approach for the blazer: constraining the form to the kinematic spine to hold the silhouette, then blending into simulated bodies so the tails react naturally to movement.
It was a good study in making sure rigs actually behave predictably once they leave the DCC.
More on the original project: https://store.steampowered.com/app/897160/Snap__Grab/