Gameplay Animation Challenge 5 - Stops (may 2026)
- Vanessa

- Apr 28
- 3 min read
In April, we learned how to make our character move forward with a coherent and stable walk.
In May, we add the next piece of the system: the stops, the first real stress test of gameplay.
This is the moment where the character must stop without latency, without sliding, and respond exactly to the player’s intention.
Download the STOPS mini guide PDF
To help you start the challenge (Challenge Section)

Theme: Gameplay Stops
Stops are the first transition where the moveset must react instantly.
They show how the character decelerates, catches the ground, and connects to the idle “without sliding or creating latency”.
This month, we work on them with real control constraints.
Why work on stops
The walk defines continuous movement.
Stops define the moment where everything ends: when the player releases the stick, hesitates, changes intention, or spams.
A good stop cuts the movement cleanly while keeping weight and body credibility.
A stop that is too soft or too long immediately creates a feeling of latency, the player feels that the game responds less well.
Working on stops means refining what we established with the walk: not only how the character moves forward, but how quickly, cleanly, and accurately they can stop.
Challenge objective
Create a gameplay stop V0: a short, readable, and reactive animation designed to test the character’s ability to stop cleanly in an engine.
In production, a stop always exists in several versions (left foot / right foot).
For this challenge, one animation is enough to validate the essential principles: deceleration, ground contact, stop intention, walk → stop → idle coherence.
To go further, a bonus suggests creating both stops to evaluate the moveset’s reactivity more precisely.
In this exercise, you will practice:
· managing a clean deceleration without sliding
· setting a clear stop intention
· keeping a silhouette compatible with your idle and your walk
· testing reactivity in an engine (latency, ground contact, blending)
· adjusting timing to obtain an instant stop while keeping weight
Instructions
Create a gameplay stop V0: a short, simple, functional animation designed to test your character’s ability to stop cleanly in an engine, consistent with the walk created last month.
You are free to choose the style: neutral or slightly characterized, depending on what you want to explore.
Constraints
· clean, readable stop
· clear deceleration, no sliding
· clear silhouette
· simple intention (no polish)
· walk → stop → idle coherence · timing designed for reactivity
Accessible to everyone.
Bonus (optional)
To push the exercise further:
· create both stops (left foot / right foot)
· import into an engine (Unreal or other)
· test the walk → stop → idle transition
· check for sliding and latency
Perfect for a demo reel.
What you should aim for
A gameplay stop that works in a game context:
· clear intention: you immediately understand how and why the character stops
· clean execution: clear deceleration, no sliding, no irregularities
· compatible with your idle and your walk: same posing logic, same overall energy · reliable: nothing that catches the eye or breaks the movement
· gameplay‑ready: a stop that could actually be integrated into an engine
What matters is the mechanics: the rhythm of the stop, the weight transfer, the walk → stop → idle continuity, and the feeling of control.
Deliverables
You can post:
· your stop (or both stops)
· a video capture (viewport or engine)
· a GIF if you prefer
· a simple render, neutral background
Rig of your choice.
If you don’t have rigs, here is a selection of GameReady rigs: https://www.animotionx.com/rigs
Practical details
Estimated duration for 1 stop: one evening (about 1–2 hours depending on your pace)
Bonus: one additional evening if you want to push the exercise
Where to post
· on the AniMotion Discord: https://discord.gg/ZBgbhmEvUj
· or in the comments (here or on LinkedIn)
· or by email if you prefer With the hashtag: #AniMotionChallengeMay
Deadline
You can post your challenge until May 31, 2026.
And if you do it later, it’s still an excellent exercise to build a complete locomotion.
We continue building your moveset.
After the walk, stops are the logical next step: the first real verification of reactivity and control.
A simple, clean, reactive stop is enough to reveal how your character responds to the player.
It’s a small animation, but an essential step toward building a reliable and pleasant locomotion.
Here, we share to progress, not to compare.
You are welcome, whatever your level.
Excited to see your gameplay stops!
Download the STOPS mini guide PDF
To help you start the challenge (Challenge Section)



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