How Assets Move

Movement makes an Asset feel like it belongs in the game. A door can swing, a coin can spin, and a character can walk, jump, wave, or dance. Characters are the most interesting case because their surface has to bend instead of moving as one rigid piece.

Animating Characters

Most 3D characters come to life through skeletal animation. An artist builds a hierarchy of connected bones, called a skeleton or rig, inside the visible 3D model. The model's surface is then skinned to that rig: each part of the surface is assigned to one or more bones, with weights that say how strongly each bone should affect it.

When an artist poses a bone—or code plays a saved sequence of poses—the parts of the model attached to it follow. Rotate a thigh bone and the leg moves; turn the spine and the torso bends. Played quickly, those changing poses create the impression that the character is alive.

Figure 1 · Bibi and the skeleton — live
Figure 1 Bibi's visible body and bone-only rig play the same animation. Choose a move, then drag the stage to look around them.

An animation clip is one named sequence of poses, such as an idle, walk, or jump. A game can play one clip, switch between clips, or blend them together. The character model and its clips remain separate Assets, so many compatible characters can share the same movement library without storing another copy of every animation inside every model.

In a Nereu Game

Nereu refers to each animation by a stable name, while its downloadable runtime files are content-addressed and cached. That means a game can ask for the same move reliably, and the player downloads the animation data only when it is needed. The original .blend file remains the editable source for artists; the game uses compact .glb files made from that source.