Character Animations
I’ve been quite involved in the character animation work lately – I have always liked this area because small changes in movement can completely change how a character feels.
We are improving locomotion, transitions between actions, and the consistency between first-person and third-person animations. We are also adding more variation so characters do not feel too synchronized or mechanical. NPCs can combine different animations across parts of the body, with small timing differences that help groups feel more natural.
I keep coming back to weight and continuity. Firing a weapon, using a tool, moving with the jetpack, getting hit – these should feel like actions performed by one physical character, not separate animations stitched together. There is still plenty to tune here, but this is definitely one of the areas I enjoy watching evolve.
Pipe Set
We’re also working on a new pipe set for Space Engineers 2. I want these pieces to give you more options for making interiors, maintenance spaces, and machinery feel properly engineered instead of leaving every wall and ceiling clean and empty.
The 25 cm unified grid really helps here. You can route pipes around other blocks, build tighter technical spaces, and combine them with the rest of your construction in ways that would have been much harder before. I already like how much character a few pipes can add to an otherwise simple corridor.
Full Blog Post: https://blog.marekrosa.org/2026/09/mareks-dev-diary-september-17-2026/
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