Gameplay Animation Challenge 7 — Turns & Banking (July 2026)
- Vanessa

- Jun 30
- 4 min read
In June, we learned how to start our character cleanly, with a reactive and coherent start. The foundation of our locomotion is now in place.
This month, we continue building the locomotion with a new essential brick: locomotion turns, accompanied by banking.
Turns alone reuse many principles we already master: reactivity, supporting foot, intention, angles.
Banking adds a directional layer that really changes the feeling of control: a subtle lean that gives weight, momentum, and a true sense of direction.
That’s why we work on both together: the turn sets the direction change, the banking gives it credibility.
Download the TURN Mini‑Guide PDF
to help you get started with the challenge (Challenge section)

Theme: Turns & Banking
Turns are the animations that allow the character to reorient their locomotion during a significant change of angle, often 90° or 180°, depending on the game’s style and the system in place.
They show how the character pivots, shifts their supporting foot, and returns to the locomotion cycle without sliding or losing intention. The player changes direction, and the animation must follow immediately, with no latency or interruption.
Banking, on the other hand, is not a change of direction.
It’s a body lean that adds naturalness to the locomotion when the character moves slightly left or right.
A subtle lean that avoids stiffness and reinforces the sense of weight and direction, without affecting gameplay itself.
Two different animations, but complementary, to achieve locomotion that feels credible, reactive, and enjoyable to play.
Why work on turns
Turns aren’t present in every game, and some locomotion systems don’t use them at all.
But when they are implemented, they must allow the character to change angle quickly without sliding and without breaking the continuity of the movement.
A good turn animation handles a clean pivot, a clear supporting foot, and an immediate return into the walk or run.
At this stage of the moveset, we already have stable locomotion: the character can move forward, stop, start again, and maintain a coherent cycle.
Working on turns now allows us to check how this movement reacts when the direction changes, and to avoid pivots that feel too mechanical or transitions that lack intention.
A well‑built turn reduces sliding, keeps the silhouette readable, and reinforces the sense of control, even if the game only triggers a few angles (90°, 180°) or uses these animations only in specific cases.
Challenge Objective
This challenge requires three animations:
one locomotion turn V0, to test a clean and reactive pivot
one left banking and one right banking, to add a natural lean to the cycle
The goal is not to cover every possible variation, but to validate the essential principles of a clean turn and a credible banking:
Turn locomotion:
clear and readable rotation
consistent supporting foot during the pivot
clean walk → turn → walk transition (no sliding, no cycle reset)
timing designed for reactivity
stable and readable silhouette
Banking:
left / right lean
controlled amplitude
coherence with the existing cycle
aesthetic polish (no gameplay impact)
In this exercise, you will practice:
setting a clear directional intention
managing a pivot without losing momentum
keeping a silhouette compatible with your locomotion cycle
ensuring a smooth turn → walk blend
testing reactivity in engine (latency, blending, inertia)
creating banking that enriches the cycle without overacting it
Constraints
Turn:
clean, readable, and reactive
based on a clear supporting foot
stable silhouette
coherent with your walk cycle
no unnecessary polish (V0)
Banking:
subtle but visible
coherent with the movement direction
compatible with your locomotion cycle
purely aesthetic (does not affect trajectory)
Bonus (optional)
To push the exercise further, and if you only do one bonus, make it this:
import the animations into an engine (Unreal or others)
test the walk → turn → walk transition
check for sliding, latency, and inertia
You can also:
create directional turns (90°, 180°), perfect for a demo reel
compare your cycle with and without banking
test your banking as an additive layer or a small dedicated mini‑cycle
Deliverables
You can submit:
• your turn (or your turns)
• a video capture (viewport or engine)
• a GIF if you prefer
• a simple render, neutral background
Free rigs
If you don’t have any rigs, here’s a selection of GameReady rigs: https://www.animotionx.com/rigs
Practical details
Estimated duration for 1 turn: one evening (around 1–2 hours depending on your pace) Bonus: one extra evening if you want to push the exercise further
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, using the hashtag: #AniMotionChallengeJuly
Deadline
You can submit your challenge until July 31, 2026.
And if you do it later, it’s still an excellent exercise to build a complete locomotion.
We continue building your moveset.
With turns, your locomotion reaches a new milestone: it’s no longer just a character who moves forward, stops, and starts cleanly, but a character who reacts when the direction changes. Banking completes the whole system by adding a natural lean to the movement.
With these three animations, your locomotion is almost complete.
It’s ready to be tested in‑engine, in real conditions:
outdoors, to check navigation in large open spaces
indoors, to ensure direction changes stay clean in tight, constrained areas
It’s not a final system yet, but it’s already a solid, reactive, credible, and enjoyable foundation.
You can start to feel a playable character taking shape.
Here, we share to grow, not to compare.
You’re welcome, whatever your level.
Looking forward to seeing your gameplay turns and bankings.
Comments